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Cleanup line endings (#245)
The exact commands to make this commit were: git reset --hard origin/master find -type f | # list all regular files grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' | # filter for text files xargs -n 1 -P $(nproc) sed -i 's:\s*$::' # for each file, trim trailing whitespace including the CR git commit -a
This commit is contained in:
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52
LICENSE
52
LICENSE
@ -1,26 +1,26 @@
|
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Copyright (C) 2002-2012 Nikolaus Gebhardt
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
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||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
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||||
3. This notice may not be removed or altered from any source distribution.
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||||
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||||
Please note that the Irrlicht Engine is based in part on the work of the
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Independent JPEG Group, the zlib, libPng and aesGladman. This means that if you use
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the Irrlicht Engine in your product, you must acknowledge somewhere in your
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||||
documentation that you've used the IJPG code. It would also be nice to mention
|
||||
that you use the Irrlicht Engine, the zlib, libPng and aesGladman. See the
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||||
corresponding license files for further informations. It is also possible to disable
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||||
usage of those additional libraries by defines in the IrrCompileConfig.h header and
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recompiling the engine.
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Copyright (C) 2002-2012 Nikolaus Gebhardt
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This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
Please note that the Irrlicht Engine is based in part on the work of the
|
||||
Independent JPEG Group, the zlib, libPng and aesGladman. This means that if you use
|
||||
the Irrlicht Engine in your product, you must acknowledge somewhere in your
|
||||
documentation that you've used the IJPG code. It would also be nice to mention
|
||||
that you use the Irrlicht Engine, the zlib, libPng and aesGladman. See the
|
||||
corresponding license files for further informations. It is also possible to disable
|
||||
usage of those additional libraries by defines in the IrrCompileConfig.h header and
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recompiling the engine.
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|
@ -1,162 +1,162 @@
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#include <iostream>
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#include <irrlicht.h>
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#include "exampleHelper.h"
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using namespace irr;
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static IrrlichtDevice *device = nullptr;
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static int test_fail = 0;
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void test_irr_array();
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void test_irr_string();
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static video::E_DRIVER_TYPE chooseDriver(core::stringc arg_)
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{
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if (arg_ == "null")
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return video::EDT_NULL;
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if (arg_ == "ogles1")
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return video::EDT_OGLES1;
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if (arg_ == "ogles2")
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return video::EDT_OGLES2;
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if (arg_ == "opengl")
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return video::EDT_OPENGL;
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if (arg_ == "opengl3")
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return video::EDT_OPENGL3;
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std::cerr << "Unknown driver type: " << arg_.c_str() << ". Trying OpenGL." << std::endl;
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return video::EDT_OPENGL;
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}
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static inline void check(bool ok, const char *msg)
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{
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if (!ok)
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{
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test_fail++;
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device->getLogger()->log((core::stringc("FAILED TEST: ") + msg).c_str(), ELL_ERROR);
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}
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}
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void run_unit_tests() {
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std::cout << "Running unit tests:" << std::endl;
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try {
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test_irr_array();
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test_irr_string();
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} catch (const std::exception &e) {
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std::cerr << e.what() << std::endl;
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test_fail++;
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}
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std::cout << std::endl;
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}
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int main(int argc, char *argv[])
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{
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run_unit_tests();
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SIrrlichtCreationParameters p;
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p.DriverType = chooseDriver(argc > 1 ? argv[1] : "");
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p.WindowSize = core::dimension2du(640, 480);
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p.Vsync = true;
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p.LoggingLevel = ELL_DEBUG;
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device = createDeviceEx(p);
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if (!device)
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return 1;
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{
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u32 total = 0;
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device->getOSOperator()->getSystemMemory(&total, nullptr);
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core::stringc message = core::stringc("Total RAM in MiB: ") + core::stringc(total >> 10);
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device->getLogger()->log(message.c_str(), ELL_INFORMATION);
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check(total > 130 * 1024, "RAM amount");
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}
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device->setWindowCaption(L"Hello World!");
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device->setResizable(true);
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
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guienv->addStaticText(L"sample text", core::rect<s32>(10,10,110,22), false);
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gui::IGUIButton* button = guienv->addButton(
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core::rect<s32>(10,30,110,30 + 32), 0, -1, L"sample button",
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L"sample tooltip");
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gui::IGUIEditBox* editbox = guienv->addEditBox(L"",
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core::rect<s32>(10,70,60,70 + 16));
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const io::path mediaPath = getExampleMediaPath();
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auto mesh_file = device->getFileSystem()->createAndOpenFile(mediaPath + "coolguy_opt.x");
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check(mesh_file, "mesh file loading");
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scene::IAnimatedMesh* mesh = smgr->getMesh(mesh_file);
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check(mesh, "mesh loading");
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if (mesh_file)
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mesh_file->drop();
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if (mesh)
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{
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video::ITexture* tex = driver->getTexture(mediaPath + "cooltexture.png");
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check(tex, "texture loading");
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scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
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if (node)
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{
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node->forEachMaterial([tex] (video::SMaterial &mat) {
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mat.Lighting = false;
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mat.setTexture(0, tex);
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});
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node->setFrameLoop(0, 29);
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node->setAnimationSpeed(30);
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}
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}
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smgr->addCameraSceneNode(0, core::vector3df(0,4,5), core::vector3df(0,2,0));
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s32 n = 0;
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SEvent event;
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device->getTimer()->start();
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while (device->run())
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{
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if (device->getTimer()->getTime() >= 1000)
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{
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device->getTimer()->setTime(0);
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++n;
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if (n == 1) // Tooltip display
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{
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bzero(&event, sizeof(SEvent));
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event.EventType = irr::EET_MOUSE_INPUT_EVENT;
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event.MouseInput.Event = irr::EMIE_MOUSE_MOVED;
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event.MouseInput.X = button->getAbsolutePosition().getCenter().X;
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event.MouseInput.Y = button->getAbsolutePosition().getCenter().Y;
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device->postEventFromUser(event);
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}
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else if (n == 2) // Text input focus
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guienv->setFocus(editbox);
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else if (n == 3) // Keypress for Text input
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{
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bzero(&event, sizeof(SEvent));
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event.EventType = irr::EET_KEY_INPUT_EVENT;
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event.KeyInput.Char = L'a';
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event.KeyInput.Key = KEY_KEY_A;
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event.KeyInput.PressedDown = true;
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device->postEventFromUser(event);
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event.KeyInput.PressedDown = false;
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device->postEventFromUser(event);
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}
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else
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device->closeDevice();
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}
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH,
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video::SColor(255,100,100,150));
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smgr->drawAll();
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guienv->drawAll();
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driver->endScene();
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}
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check(core::stringw(L"a") == editbox->getText(), "EditBox text");
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device->getLogger()->log("Done.", ELL_INFORMATION);
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device->drop();
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return test_fail > 0 ? 1 : 0;
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}
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#include <iostream>
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#include <irrlicht.h>
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#include "exampleHelper.h"
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using namespace irr;
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static IrrlichtDevice *device = nullptr;
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static int test_fail = 0;
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void test_irr_array();
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void test_irr_string();
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static video::E_DRIVER_TYPE chooseDriver(core::stringc arg_)
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{
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if (arg_ == "null")
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return video::EDT_NULL;
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if (arg_ == "ogles1")
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return video::EDT_OGLES1;
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if (arg_ == "ogles2")
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return video::EDT_OGLES2;
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if (arg_ == "opengl")
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return video::EDT_OPENGL;
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if (arg_ == "opengl3")
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return video::EDT_OPENGL3;
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std::cerr << "Unknown driver type: " << arg_.c_str() << ". Trying OpenGL." << std::endl;
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return video::EDT_OPENGL;
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}
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static inline void check(bool ok, const char *msg)
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{
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if (!ok)
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{
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test_fail++;
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device->getLogger()->log((core::stringc("FAILED TEST: ") + msg).c_str(), ELL_ERROR);
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}
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}
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void run_unit_tests() {
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std::cout << "Running unit tests:" << std::endl;
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try {
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test_irr_array();
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test_irr_string();
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} catch (const std::exception &e) {
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std::cerr << e.what() << std::endl;
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test_fail++;
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}
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std::cout << std::endl;
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}
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int main(int argc, char *argv[])
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{
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run_unit_tests();
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SIrrlichtCreationParameters p;
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p.DriverType = chooseDriver(argc > 1 ? argv[1] : "");
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p.WindowSize = core::dimension2du(640, 480);
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p.Vsync = true;
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p.LoggingLevel = ELL_DEBUG;
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device = createDeviceEx(p);
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if (!device)
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return 1;
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{
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u32 total = 0;
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device->getOSOperator()->getSystemMemory(&total, nullptr);
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core::stringc message = core::stringc("Total RAM in MiB: ") + core::stringc(total >> 10);
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device->getLogger()->log(message.c_str(), ELL_INFORMATION);
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check(total > 130 * 1024, "RAM amount");
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}
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device->setWindowCaption(L"Hello World!");
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device->setResizable(true);
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
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guienv->addStaticText(L"sample text", core::rect<s32>(10,10,110,22), false);
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gui::IGUIButton* button = guienv->addButton(
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core::rect<s32>(10,30,110,30 + 32), 0, -1, L"sample button",
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L"sample tooltip");
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gui::IGUIEditBox* editbox = guienv->addEditBox(L"",
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core::rect<s32>(10,70,60,70 + 16));
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const io::path mediaPath = getExampleMediaPath();
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auto mesh_file = device->getFileSystem()->createAndOpenFile(mediaPath + "coolguy_opt.x");
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check(mesh_file, "mesh file loading");
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scene::IAnimatedMesh* mesh = smgr->getMesh(mesh_file);
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check(mesh, "mesh loading");
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if (mesh_file)
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mesh_file->drop();
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if (mesh)
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{
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video::ITexture* tex = driver->getTexture(mediaPath + "cooltexture.png");
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check(tex, "texture loading");
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scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
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if (node)
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{
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node->forEachMaterial([tex] (video::SMaterial &mat) {
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mat.Lighting = false;
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mat.setTexture(0, tex);
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});
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node->setFrameLoop(0, 29);
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node->setAnimationSpeed(30);
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}
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}
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smgr->addCameraSceneNode(0, core::vector3df(0,4,5), core::vector3df(0,2,0));
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s32 n = 0;
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SEvent event;
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device->getTimer()->start();
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|
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while (device->run())
|
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{
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if (device->getTimer()->getTime() >= 1000)
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{
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device->getTimer()->setTime(0);
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++n;
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if (n == 1) // Tooltip display
|
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{
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bzero(&event, sizeof(SEvent));
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event.EventType = irr::EET_MOUSE_INPUT_EVENT;
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event.MouseInput.Event = irr::EMIE_MOUSE_MOVED;
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event.MouseInput.X = button->getAbsolutePosition().getCenter().X;
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event.MouseInput.Y = button->getAbsolutePosition().getCenter().Y;
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device->postEventFromUser(event);
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}
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else if (n == 2) // Text input focus
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guienv->setFocus(editbox);
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else if (n == 3) // Keypress for Text input
|
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{
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bzero(&event, sizeof(SEvent));
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event.EventType = irr::EET_KEY_INPUT_EVENT;
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event.KeyInput.Char = L'a';
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event.KeyInput.Key = KEY_KEY_A;
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event.KeyInput.PressedDown = true;
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device->postEventFromUser(event);
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event.KeyInput.PressedDown = false;
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device->postEventFromUser(event);
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}
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else
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device->closeDevice();
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}
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH,
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video::SColor(255,100,100,150));
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smgr->drawAll();
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guienv->drawAll();
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driver->endScene();
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}
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check(core::stringw(L"a") == editbox->getText(), "EditBox text");
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device->getLogger()->log("Done.", ELL_INFORMATION);
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device->drop();
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return test_fail > 0 ? 1 : 0;
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}
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|
@ -1,330 +1,330 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __T_MESH_BUFFER_H_INCLUDED__
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||||
#define __T_MESH_BUFFER_H_INCLUDED__
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|
||||
#include "irrArray.h"
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#include "IMeshBuffer.h"
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||||
|
||||
namespace irr
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||||
{
|
||||
namespace scene
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||||
{
|
||||
//! Template implementation of the IMeshBuffer interface
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||||
template <class T>
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||||
class CMeshBuffer : public IMeshBuffer
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||||
{
|
||||
public:
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||||
//! Default constructor for empty meshbuffer
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||||
CMeshBuffer()
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||||
: ChangedID_Vertex(1), ChangedID_Index(1)
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||||
, MappingHint_Vertex(EHM_NEVER), MappingHint_Index(EHM_NEVER)
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||||
, HWBuffer(NULL)
|
||||
, PrimitiveType(EPT_TRIANGLES)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
setDebugName("CMeshBuffer");
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
//! Get material of this meshbuffer
|
||||
/** \return Material of this buffer */
|
||||
const video::SMaterial& getMaterial() const override
|
||||
{
|
||||
return Material;
|
||||
}
|
||||
|
||||
|
||||
//! Get material of this meshbuffer
|
||||
/** \return Material of this buffer */
|
||||
video::SMaterial& getMaterial() override
|
||||
{
|
||||
return Material;
|
||||
}
|
||||
|
||||
|
||||
//! Get pointer to vertices
|
||||
/** \return Pointer to vertices. */
|
||||
const void* getVertices() const override
|
||||
{
|
||||
return Vertices.const_pointer();
|
||||
}
|
||||
|
||||
|
||||
//! Get pointer to vertices
|
||||
/** \return Pointer to vertices. */
|
||||
void* getVertices() override
|
||||
{
|
||||
return Vertices.pointer();
|
||||
}
|
||||
|
||||
|
||||
//! Get number of vertices
|
||||
/** \return Number of vertices. */
|
||||
u32 getVertexCount() const override
|
||||
{
|
||||
return Vertices.size();
|
||||
}
|
||||
|
||||
//! Get type of index data which is stored in this meshbuffer.
|
||||
/** \return Index type of this buffer. */
|
||||
video::E_INDEX_TYPE getIndexType() const override
|
||||
{
|
||||
return video::EIT_16BIT;
|
||||
}
|
||||
|
||||
//! Get pointer to indices
|
||||
/** \return Pointer to indices. */
|
||||
const u16* getIndices() const override
|
||||
{
|
||||
return Indices.const_pointer();
|
||||
}
|
||||
|
||||
|
||||
//! Get pointer to indices
|
||||
/** \return Pointer to indices. */
|
||||
u16* getIndices() override
|
||||
{
|
||||
return Indices.pointer();
|
||||
}
|
||||
|
||||
|
||||
//! Get number of indices
|
||||
/** \return Number of indices. */
|
||||
u32 getIndexCount() const override
|
||||
{
|
||||
return Indices.size();
|
||||
}
|
||||
|
||||
|
||||
//! Get the axis aligned bounding box
|
||||
/** \return Axis aligned bounding box of this buffer. */
|
||||
const core::aabbox3d<f32>& getBoundingBox() const override
|
||||
{
|
||||
return BoundingBox;
|
||||
}
|
||||
|
||||
|
||||
//! Set the axis aligned bounding box
|
||||
/** \param box New axis aligned bounding box for this buffer. */
|
||||
//! set user axis aligned bounding box
|
||||
void setBoundingBox(const core::aabbox3df& box) override
|
||||
{
|
||||
BoundingBox = box;
|
||||
}
|
||||
|
||||
|
||||
//! Recalculate the bounding box.
|
||||
/** should be called if the mesh changed. */
|
||||
void recalculateBoundingBox() override
|
||||
{
|
||||
if (!Vertices.empty())
|
||||
{
|
||||
BoundingBox.reset(Vertices[0].Pos);
|
||||
const irr::u32 vsize = Vertices.size();
|
||||
for (u32 i=1; i<vsize; ++i)
|
||||
BoundingBox.addInternalPoint(Vertices[i].Pos);
|
||||
}
|
||||
else
|
||||
BoundingBox.reset(0,0,0);
|
||||
|
||||
}
|
||||
|
||||
|
||||
//! Get type of vertex data stored in this buffer.
|
||||
/** \return Type of vertex data. */
|
||||
video::E_VERTEX_TYPE getVertexType() const override
|
||||
{
|
||||
return T::getType();
|
||||
}
|
||||
|
||||
//! returns position of vertex i
|
||||
const core::vector3df& getPosition(u32 i) const override
|
||||
{
|
||||
return Vertices[i].Pos;
|
||||
}
|
||||
|
||||
//! returns position of vertex i
|
||||
core::vector3df& getPosition(u32 i) override
|
||||
{
|
||||
return Vertices[i].Pos;
|
||||
}
|
||||
|
||||
//! returns normal of vertex i
|
||||
const core::vector3df& getNormal(u32 i) const override
|
||||
{
|
||||
return Vertices[i].Normal;
|
||||
}
|
||||
|
||||
//! returns normal of vertex i
|
||||
core::vector3df& getNormal(u32 i) override
|
||||
{
|
||||
return Vertices[i].Normal;
|
||||
}
|
||||
|
||||
//! returns texture coord of vertex i
|
||||
const core::vector2df& getTCoords(u32 i) const override
|
||||
{
|
||||
return Vertices[i].TCoords;
|
||||
}
|
||||
|
||||
//! returns texture coord of vertex i
|
||||
core::vector2df& getTCoords(u32 i) override
|
||||
{
|
||||
return Vertices[i].TCoords;
|
||||
}
|
||||
|
||||
|
||||
//! Append the vertices and indices to the current buffer
|
||||
/** Only works for compatible types, i.e. either the same type
|
||||
or the main buffer is of standard type. Otherwise, behavior is
|
||||
undefined.
|
||||
*/
|
||||
void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) override
|
||||
{
|
||||
if (vertices == getVertices())
|
||||
return;
|
||||
|
||||
const u32 vertexCount = getVertexCount();
|
||||
u32 i;
|
||||
|
||||
Vertices.reallocate(vertexCount+numVertices);
|
||||
for (i=0; i<numVertices; ++i)
|
||||
{
|
||||
Vertices.push_back(static_cast<const T*>(vertices)[i]);
|
||||
BoundingBox.addInternalPoint(static_cast<const T*>(vertices)[i].Pos);
|
||||
}
|
||||
|
||||
Indices.reallocate(getIndexCount()+numIndices);
|
||||
for (i=0; i<numIndices; ++i)
|
||||
{
|
||||
Indices.push_back(indices[i]+vertexCount);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! Append the meshbuffer to the current buffer
|
||||
/** Only works for compatible types, i.e. either the same type
|
||||
or the main buffer is of standard type. Otherwise, behavior is
|
||||
undefined.
|
||||
\param other Meshbuffer to be appended to this one.
|
||||
*/
|
||||
void append(const IMeshBuffer* const other) override
|
||||
{
|
||||
/*
|
||||
if (this==other)
|
||||
return;
|
||||
|
||||
const u32 vertexCount = getVertexCount();
|
||||
u32 i;
|
||||
|
||||
Vertices.reallocate(vertexCount+other->getVertexCount());
|
||||
for (i=0; i<other->getVertexCount(); ++i)
|
||||
{
|
||||
Vertices.push_back(reinterpret_cast<const T*>(other->getVertices())[i]);
|
||||
}
|
||||
|
||||
Indices.reallocate(getIndexCount()+other->getIndexCount());
|
||||
for (i=0; i<other->getIndexCount(); ++i)
|
||||
{
|
||||
Indices.push_back(other->getIndices()[i]+vertexCount);
|
||||
}
|
||||
BoundingBox.addInternalBox(other->getBoundingBox());
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const override
|
||||
{
|
||||
return MappingHint_Vertex;
|
||||
}
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
E_HARDWARE_MAPPING getHardwareMappingHint_Index() const override
|
||||
{
|
||||
return MappingHint_Index;
|
||||
}
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX ) override
|
||||
{
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_VERTEX)
|
||||
MappingHint_Vertex=NewMappingHint;
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
|
||||
MappingHint_Index=NewMappingHint;
|
||||
}
|
||||
|
||||
//! Describe what kind of primitive geometry is used by the meshbuffer
|
||||
void setPrimitiveType(E_PRIMITIVE_TYPE type) override
|
||||
{
|
||||
PrimitiveType = type;
|
||||
}
|
||||
|
||||
//! Get the kind of primitive geometry which is used by the meshbuffer
|
||||
E_PRIMITIVE_TYPE getPrimitiveType() const override
|
||||
{
|
||||
return PrimitiveType;
|
||||
}
|
||||
|
||||
//! flags the mesh as changed, reloads hardware buffers
|
||||
void setDirty(E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX ||Buffer==EBT_VERTEX)
|
||||
++ChangedID_Vertex;
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
|
||||
++ChangedID_Index;
|
||||
}
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
u32 getChangedID_Vertex() const override {return ChangedID_Vertex;}
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
u32 getChangedID_Index() const override {return ChangedID_Index;}
|
||||
|
||||
void setHWBuffer(void *ptr) const override {
|
||||
HWBuffer = ptr;
|
||||
}
|
||||
|
||||
void *getHWBuffer() const override {
|
||||
return HWBuffer;
|
||||
}
|
||||
|
||||
|
||||
u32 ChangedID_Vertex;
|
||||
u32 ChangedID_Index;
|
||||
|
||||
//! hardware mapping hint
|
||||
E_HARDWARE_MAPPING MappingHint_Vertex;
|
||||
E_HARDWARE_MAPPING MappingHint_Index;
|
||||
mutable void *HWBuffer;
|
||||
|
||||
//! Material for this meshbuffer.
|
||||
video::SMaterial Material;
|
||||
//! Vertices of this buffer
|
||||
core::array<T> Vertices;
|
||||
//! Indices into the vertices of this buffer.
|
||||
core::array<u16> Indices;
|
||||
//! Bounding box of this meshbuffer.
|
||||
core::aabbox3d<f32> BoundingBox;
|
||||
//! Primitive type used for rendering (triangles, lines, ...)
|
||||
E_PRIMITIVE_TYPE PrimitiveType;
|
||||
};
|
||||
|
||||
//! Standard meshbuffer
|
||||
typedef CMeshBuffer<video::S3DVertex> SMeshBuffer;
|
||||
//! Meshbuffer with two texture coords per vertex, e.g. for lightmaps
|
||||
typedef CMeshBuffer<video::S3DVertex2TCoords> SMeshBufferLightMap;
|
||||
//! Meshbuffer with vertices having tangents stored, e.g. for normal mapping
|
||||
typedef CMeshBuffer<video::S3DVertexTangents> SMeshBufferTangents;
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __T_MESH_BUFFER_H_INCLUDED__
|
||||
#define __T_MESH_BUFFER_H_INCLUDED__
|
||||
|
||||
#include "irrArray.h"
|
||||
#include "IMeshBuffer.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Template implementation of the IMeshBuffer interface
|
||||
template <class T>
|
||||
class CMeshBuffer : public IMeshBuffer
|
||||
{
|
||||
public:
|
||||
//! Default constructor for empty meshbuffer
|
||||
CMeshBuffer()
|
||||
: ChangedID_Vertex(1), ChangedID_Index(1)
|
||||
, MappingHint_Vertex(EHM_NEVER), MappingHint_Index(EHM_NEVER)
|
||||
, HWBuffer(NULL)
|
||||
, PrimitiveType(EPT_TRIANGLES)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
setDebugName("CMeshBuffer");
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
//! Get material of this meshbuffer
|
||||
/** \return Material of this buffer */
|
||||
const video::SMaterial& getMaterial() const override
|
||||
{
|
||||
return Material;
|
||||
}
|
||||
|
||||
|
||||
//! Get material of this meshbuffer
|
||||
/** \return Material of this buffer */
|
||||
video::SMaterial& getMaterial() override
|
||||
{
|
||||
return Material;
|
||||
}
|
||||
|
||||
|
||||
//! Get pointer to vertices
|
||||
/** \return Pointer to vertices. */
|
||||
const void* getVertices() const override
|
||||
{
|
||||
return Vertices.const_pointer();
|
||||
}
|
||||
|
||||
|
||||
//! Get pointer to vertices
|
||||
/** \return Pointer to vertices. */
|
||||
void* getVertices() override
|
||||
{
|
||||
return Vertices.pointer();
|
||||
}
|
||||
|
||||
|
||||
//! Get number of vertices
|
||||
/** \return Number of vertices. */
|
||||
u32 getVertexCount() const override
|
||||
{
|
||||
return Vertices.size();
|
||||
}
|
||||
|
||||
//! Get type of index data which is stored in this meshbuffer.
|
||||
/** \return Index type of this buffer. */
|
||||
video::E_INDEX_TYPE getIndexType() const override
|
||||
{
|
||||
return video::EIT_16BIT;
|
||||
}
|
||||
|
||||
//! Get pointer to indices
|
||||
/** \return Pointer to indices. */
|
||||
const u16* getIndices() const override
|
||||
{
|
||||
return Indices.const_pointer();
|
||||
}
|
||||
|
||||
|
||||
//! Get pointer to indices
|
||||
/** \return Pointer to indices. */
|
||||
u16* getIndices() override
|
||||
{
|
||||
return Indices.pointer();
|
||||
}
|
||||
|
||||
|
||||
//! Get number of indices
|
||||
/** \return Number of indices. */
|
||||
u32 getIndexCount() const override
|
||||
{
|
||||
return Indices.size();
|
||||
}
|
||||
|
||||
|
||||
//! Get the axis aligned bounding box
|
||||
/** \return Axis aligned bounding box of this buffer. */
|
||||
const core::aabbox3d<f32>& getBoundingBox() const override
|
||||
{
|
||||
return BoundingBox;
|
||||
}
|
||||
|
||||
|
||||
//! Set the axis aligned bounding box
|
||||
/** \param box New axis aligned bounding box for this buffer. */
|
||||
//! set user axis aligned bounding box
|
||||
void setBoundingBox(const core::aabbox3df& box) override
|
||||
{
|
||||
BoundingBox = box;
|
||||
}
|
||||
|
||||
|
||||
//! Recalculate the bounding box.
|
||||
/** should be called if the mesh changed. */
|
||||
void recalculateBoundingBox() override
|
||||
{
|
||||
if (!Vertices.empty())
|
||||
{
|
||||
BoundingBox.reset(Vertices[0].Pos);
|
||||
const irr::u32 vsize = Vertices.size();
|
||||
for (u32 i=1; i<vsize; ++i)
|
||||
BoundingBox.addInternalPoint(Vertices[i].Pos);
|
||||
}
|
||||
else
|
||||
BoundingBox.reset(0,0,0);
|
||||
|
||||
}
|
||||
|
||||
|
||||
//! Get type of vertex data stored in this buffer.
|
||||
/** \return Type of vertex data. */
|
||||
video::E_VERTEX_TYPE getVertexType() const override
|
||||
{
|
||||
return T::getType();
|
||||
}
|
||||
|
||||
//! returns position of vertex i
|
||||
const core::vector3df& getPosition(u32 i) const override
|
||||
{
|
||||
return Vertices[i].Pos;
|
||||
}
|
||||
|
||||
//! returns position of vertex i
|
||||
core::vector3df& getPosition(u32 i) override
|
||||
{
|
||||
return Vertices[i].Pos;
|
||||
}
|
||||
|
||||
//! returns normal of vertex i
|
||||
const core::vector3df& getNormal(u32 i) const override
|
||||
{
|
||||
return Vertices[i].Normal;
|
||||
}
|
||||
|
||||
//! returns normal of vertex i
|
||||
core::vector3df& getNormal(u32 i) override
|
||||
{
|
||||
return Vertices[i].Normal;
|
||||
}
|
||||
|
||||
//! returns texture coord of vertex i
|
||||
const core::vector2df& getTCoords(u32 i) const override
|
||||
{
|
||||
return Vertices[i].TCoords;
|
||||
}
|
||||
|
||||
//! returns texture coord of vertex i
|
||||
core::vector2df& getTCoords(u32 i) override
|
||||
{
|
||||
return Vertices[i].TCoords;
|
||||
}
|
||||
|
||||
|
||||
//! Append the vertices and indices to the current buffer
|
||||
/** Only works for compatible types, i.e. either the same type
|
||||
or the main buffer is of standard type. Otherwise, behavior is
|
||||
undefined.
|
||||
*/
|
||||
void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) override
|
||||
{
|
||||
if (vertices == getVertices())
|
||||
return;
|
||||
|
||||
const u32 vertexCount = getVertexCount();
|
||||
u32 i;
|
||||
|
||||
Vertices.reallocate(vertexCount+numVertices);
|
||||
for (i=0; i<numVertices; ++i)
|
||||
{
|
||||
Vertices.push_back(static_cast<const T*>(vertices)[i]);
|
||||
BoundingBox.addInternalPoint(static_cast<const T*>(vertices)[i].Pos);
|
||||
}
|
||||
|
||||
Indices.reallocate(getIndexCount()+numIndices);
|
||||
for (i=0; i<numIndices; ++i)
|
||||
{
|
||||
Indices.push_back(indices[i]+vertexCount);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//! Append the meshbuffer to the current buffer
|
||||
/** Only works for compatible types, i.e. either the same type
|
||||
or the main buffer is of standard type. Otherwise, behavior is
|
||||
undefined.
|
||||
\param other Meshbuffer to be appended to this one.
|
||||
*/
|
||||
void append(const IMeshBuffer* const other) override
|
||||
{
|
||||
/*
|
||||
if (this==other)
|
||||
return;
|
||||
|
||||
const u32 vertexCount = getVertexCount();
|
||||
u32 i;
|
||||
|
||||
Vertices.reallocate(vertexCount+other->getVertexCount());
|
||||
for (i=0; i<other->getVertexCount(); ++i)
|
||||
{
|
||||
Vertices.push_back(reinterpret_cast<const T*>(other->getVertices())[i]);
|
||||
}
|
||||
|
||||
Indices.reallocate(getIndexCount()+other->getIndexCount());
|
||||
for (i=0; i<other->getIndexCount(); ++i)
|
||||
{
|
||||
Indices.push_back(other->getIndices()[i]+vertexCount);
|
||||
}
|
||||
BoundingBox.addInternalBox(other->getBoundingBox());
|
||||
*/
|
||||
}
|
||||
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const override
|
||||
{
|
||||
return MappingHint_Vertex;
|
||||
}
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
E_HARDWARE_MAPPING getHardwareMappingHint_Index() const override
|
||||
{
|
||||
return MappingHint_Index;
|
||||
}
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX ) override
|
||||
{
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_VERTEX)
|
||||
MappingHint_Vertex=NewMappingHint;
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
|
||||
MappingHint_Index=NewMappingHint;
|
||||
}
|
||||
|
||||
//! Describe what kind of primitive geometry is used by the meshbuffer
|
||||
void setPrimitiveType(E_PRIMITIVE_TYPE type) override
|
||||
{
|
||||
PrimitiveType = type;
|
||||
}
|
||||
|
||||
//! Get the kind of primitive geometry which is used by the meshbuffer
|
||||
E_PRIMITIVE_TYPE getPrimitiveType() const override
|
||||
{
|
||||
return PrimitiveType;
|
||||
}
|
||||
|
||||
//! flags the mesh as changed, reloads hardware buffers
|
||||
void setDirty(E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX ||Buffer==EBT_VERTEX)
|
||||
++ChangedID_Vertex;
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
|
||||
++ChangedID_Index;
|
||||
}
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
u32 getChangedID_Vertex() const override {return ChangedID_Vertex;}
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
u32 getChangedID_Index() const override {return ChangedID_Index;}
|
||||
|
||||
void setHWBuffer(void *ptr) const override {
|
||||
HWBuffer = ptr;
|
||||
}
|
||||
|
||||
void *getHWBuffer() const override {
|
||||
return HWBuffer;
|
||||
}
|
||||
|
||||
|
||||
u32 ChangedID_Vertex;
|
||||
u32 ChangedID_Index;
|
||||
|
||||
//! hardware mapping hint
|
||||
E_HARDWARE_MAPPING MappingHint_Vertex;
|
||||
E_HARDWARE_MAPPING MappingHint_Index;
|
||||
mutable void *HWBuffer;
|
||||
|
||||
//! Material for this meshbuffer.
|
||||
video::SMaterial Material;
|
||||
//! Vertices of this buffer
|
||||
core::array<T> Vertices;
|
||||
//! Indices into the vertices of this buffer.
|
||||
core::array<u16> Indices;
|
||||
//! Bounding box of this meshbuffer.
|
||||
core::aabbox3d<f32> BoundingBox;
|
||||
//! Primitive type used for rendering (triangles, lines, ...)
|
||||
E_PRIMITIVE_TYPE PrimitiveType;
|
||||
};
|
||||
|
||||
//! Standard meshbuffer
|
||||
typedef CMeshBuffer<video::S3DVertex> SMeshBuffer;
|
||||
//! Meshbuffer with two texture coords per vertex, e.g. for lightmaps
|
||||
typedef CMeshBuffer<video::S3DVertex2TCoords> SMeshBufferLightMap;
|
||||
//! Meshbuffer with vertices having tangents stored, e.g. for normal mapping
|
||||
typedef CMeshBuffer<video::S3DVertexTangents> SMeshBufferTangents;
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
@ -1,101 +1,101 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_ATTRIBUTES_H_INCLUDED__
|
||||
#define __E_ATTRIBUTES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! Types of attributes available for IAttributes
|
||||
enum E_ATTRIBUTE_TYPE
|
||||
{
|
||||
// integer attribute
|
||||
EAT_INT = 0,
|
||||
|
||||
// float attribute
|
||||
EAT_FLOAT,
|
||||
|
||||
// string attribute
|
||||
EAT_STRING,
|
||||
|
||||
// boolean attribute
|
||||
EAT_BOOL,
|
||||
|
||||
// enumeration attribute
|
||||
EAT_ENUM,
|
||||
|
||||
// color attribute
|
||||
EAT_COLOR,
|
||||
|
||||
// floating point color attribute
|
||||
EAT_COLORF,
|
||||
|
||||
// 3d vector attribute
|
||||
EAT_VECTOR3D,
|
||||
|
||||
// 2d position attribute
|
||||
EAT_POSITION2D,
|
||||
|
||||
// vector 2d attribute
|
||||
EAT_VECTOR2D,
|
||||
|
||||
// rectangle attribute
|
||||
EAT_RECT,
|
||||
|
||||
// matrix attribute
|
||||
EAT_MATRIX,
|
||||
|
||||
// quaternion attribute
|
||||
EAT_QUATERNION,
|
||||
|
||||
// 3d bounding box
|
||||
EAT_BBOX,
|
||||
|
||||
// plane
|
||||
EAT_PLANE,
|
||||
|
||||
// 3d triangle
|
||||
EAT_TRIANGLE3D,
|
||||
|
||||
// line 2d
|
||||
EAT_LINE2D,
|
||||
|
||||
// line 3d
|
||||
EAT_LINE3D,
|
||||
|
||||
// array of stringws attribute
|
||||
EAT_STRINGWARRAY,
|
||||
|
||||
// array of float
|
||||
EAT_FLOATARRAY,
|
||||
|
||||
// array of int
|
||||
EAT_INTARRAY,
|
||||
|
||||
// binary data attribute
|
||||
EAT_BINARY,
|
||||
|
||||
// texture reference attribute
|
||||
EAT_TEXTURE,
|
||||
|
||||
// user pointer void*
|
||||
EAT_USER_POINTER,
|
||||
|
||||
// dimension attribute
|
||||
EAT_DIMENSION2D,
|
||||
|
||||
// known attribute type count
|
||||
EAT_COUNT,
|
||||
|
||||
// unknown attribute
|
||||
EAT_UNKNOWN
|
||||
};
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_ATTRIBUTES_H_INCLUDED__
|
||||
#define __E_ATTRIBUTES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! Types of attributes available for IAttributes
|
||||
enum E_ATTRIBUTE_TYPE
|
||||
{
|
||||
// integer attribute
|
||||
EAT_INT = 0,
|
||||
|
||||
// float attribute
|
||||
EAT_FLOAT,
|
||||
|
||||
// string attribute
|
||||
EAT_STRING,
|
||||
|
||||
// boolean attribute
|
||||
EAT_BOOL,
|
||||
|
||||
// enumeration attribute
|
||||
EAT_ENUM,
|
||||
|
||||
// color attribute
|
||||
EAT_COLOR,
|
||||
|
||||
// floating point color attribute
|
||||
EAT_COLORF,
|
||||
|
||||
// 3d vector attribute
|
||||
EAT_VECTOR3D,
|
||||
|
||||
// 2d position attribute
|
||||
EAT_POSITION2D,
|
||||
|
||||
// vector 2d attribute
|
||||
EAT_VECTOR2D,
|
||||
|
||||
// rectangle attribute
|
||||
EAT_RECT,
|
||||
|
||||
// matrix attribute
|
||||
EAT_MATRIX,
|
||||
|
||||
// quaternion attribute
|
||||
EAT_QUATERNION,
|
||||
|
||||
// 3d bounding box
|
||||
EAT_BBOX,
|
||||
|
||||
// plane
|
||||
EAT_PLANE,
|
||||
|
||||
// 3d triangle
|
||||
EAT_TRIANGLE3D,
|
||||
|
||||
// line 2d
|
||||
EAT_LINE2D,
|
||||
|
||||
// line 3d
|
||||
EAT_LINE3D,
|
||||
|
||||
// array of stringws attribute
|
||||
EAT_STRINGWARRAY,
|
||||
|
||||
// array of float
|
||||
EAT_FLOATARRAY,
|
||||
|
||||
// array of int
|
||||
EAT_INTARRAY,
|
||||
|
||||
// binary data attribute
|
||||
EAT_BINARY,
|
||||
|
||||
// texture reference attribute
|
||||
EAT_TEXTURE,
|
||||
|
||||
// user pointer void*
|
||||
EAT_USER_POINTER,
|
||||
|
||||
// dimension attribute
|
||||
EAT_DIMENSION2D,
|
||||
|
||||
// known attribute type count
|
||||
EAT_COUNT,
|
||||
|
||||
// unknown attribute
|
||||
EAT_UNKNOWN
|
||||
};
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
@ -1,41 +1,41 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_CULLING_TYPES_H_INCLUDED__
|
||||
#define __E_CULLING_TYPES_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! An enumeration for all types of automatic culling for built-in scene nodes
|
||||
enum E_CULLING_TYPE
|
||||
{
|
||||
EAC_OFF = 0,
|
||||
EAC_BOX = 1,
|
||||
EAC_FRUSTUM_BOX = 2,
|
||||
EAC_FRUSTUM_SPHERE = 4,
|
||||
EAC_OCC_QUERY = 8
|
||||
};
|
||||
|
||||
//! Names for culling type
|
||||
const c8* const AutomaticCullingNames[] =
|
||||
{
|
||||
"false",
|
||||
"box", // camera box against node box
|
||||
"frustum_box", // camera frustum against node box
|
||||
"frustum_sphere", // camera frustum against node sphere
|
||||
"occ_query", // occlusion query
|
||||
0
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif // __E_CULLING_TYPES_H_INCLUDED__
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_CULLING_TYPES_H_INCLUDED__
|
||||
#define __E_CULLING_TYPES_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! An enumeration for all types of automatic culling for built-in scene nodes
|
||||
enum E_CULLING_TYPE
|
||||
{
|
||||
EAC_OFF = 0,
|
||||
EAC_BOX = 1,
|
||||
EAC_FRUSTUM_BOX = 2,
|
||||
EAC_FRUSTUM_SPHERE = 4,
|
||||
EAC_OCC_QUERY = 8
|
||||
};
|
||||
|
||||
//! Names for culling type
|
||||
const c8* const AutomaticCullingNames[] =
|
||||
{
|
||||
"false",
|
||||
"box", // camera box against node box
|
||||
"frustum_box", // camera frustum against node box
|
||||
"frustum_sphere", // camera frustum against node sphere
|
||||
"occ_query", // occlusion query
|
||||
0
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif // __E_CULLING_TYPES_H_INCLUDED__
|
||||
|
||||
|
@ -1,47 +1,47 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_DEBUG_SCENE_TYPES_H_INCLUDED__
|
||||
#define __E_DEBUG_SCENE_TYPES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! An enumeration for all types of debug data for built-in scene nodes (flags)
|
||||
enum E_DEBUG_SCENE_TYPE
|
||||
{
|
||||
//! No Debug Data ( Default )
|
||||
EDS_OFF = 0,
|
||||
|
||||
//! Show Bounding Boxes of SceneNode
|
||||
EDS_BBOX = 1,
|
||||
|
||||
//! Show Vertex Normals
|
||||
EDS_NORMALS = 2,
|
||||
|
||||
//! Shows Skeleton/Tags
|
||||
EDS_SKELETON = 4,
|
||||
|
||||
//! Overlays Mesh Wireframe
|
||||
EDS_MESH_WIRE_OVERLAY = 8,
|
||||
|
||||
//! Show Bounding Boxes of all MeshBuffers
|
||||
EDS_BBOX_BUFFERS = 32,
|
||||
|
||||
//! EDS_BBOX | EDS_BBOX_BUFFERS
|
||||
EDS_BBOX_ALL = EDS_BBOX | EDS_BBOX_BUFFERS,
|
||||
|
||||
//! Show all debug infos
|
||||
EDS_FULL = 0xffffffff
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif // __E_DEBUG_SCENE_TYPES_H_INCLUDED__
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_DEBUG_SCENE_TYPES_H_INCLUDED__
|
||||
#define __E_DEBUG_SCENE_TYPES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! An enumeration for all types of debug data for built-in scene nodes (flags)
|
||||
enum E_DEBUG_SCENE_TYPE
|
||||
{
|
||||
//! No Debug Data ( Default )
|
||||
EDS_OFF = 0,
|
||||
|
||||
//! Show Bounding Boxes of SceneNode
|
||||
EDS_BBOX = 1,
|
||||
|
||||
//! Show Vertex Normals
|
||||
EDS_NORMALS = 2,
|
||||
|
||||
//! Shows Skeleton/Tags
|
||||
EDS_SKELETON = 4,
|
||||
|
||||
//! Overlays Mesh Wireframe
|
||||
EDS_MESH_WIRE_OVERLAY = 8,
|
||||
|
||||
//! Show Bounding Boxes of all MeshBuffers
|
||||
EDS_BBOX_BUFFERS = 32,
|
||||
|
||||
//! EDS_BBOX | EDS_BBOX_BUFFERS
|
||||
EDS_BBOX_ALL = EDS_BBOX | EDS_BBOX_BUFFERS,
|
||||
|
||||
//! Show all debug infos
|
||||
EDS_FULL = 0xffffffff
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif // __E_DEBUG_SCENE_TYPES_H_INCLUDED__
|
||||
|
||||
|
@ -1,50 +1,50 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_DEVICE_TYPES_H_INCLUDED__
|
||||
#define __E_DEVICE_TYPES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
//! An enum for the different device types supported by the Irrlicht Engine.
|
||||
enum E_DEVICE_TYPE
|
||||
{
|
||||
|
||||
//! A device native to Microsoft Windows
|
||||
/** This device uses the Win32 API and works in all versions of Windows. */
|
||||
EIDT_WIN32,
|
||||
|
||||
//! A device native to Unix style operating systems.
|
||||
/** This device uses the X11 windowing system and works in Linux, Solaris, FreeBSD, OSX and
|
||||
other operating systems which support X11. */
|
||||
EIDT_X11,
|
||||
|
||||
//! A device native to Mac OSX
|
||||
/** This device uses Apple's Cocoa API and works in Mac OSX 10.2 and above. */
|
||||
EIDT_OSX,
|
||||
|
||||
//! A device which uses Simple DirectMedia Layer
|
||||
/** The SDL device works under all platforms supported by SDL but first must be compiled
|
||||
in by setting the USE_SDL2 CMake option to ON */
|
||||
EIDT_SDL,
|
||||
|
||||
//! This selection allows Irrlicht to choose the best device from the ones available.
|
||||
/** If this selection is chosen then Irrlicht will try to use the IrrlichtDevice native
|
||||
to your operating system. If this is unavailable then the X11, SDL and then console device
|
||||
will be tried. This ensures that Irrlicht will run even if your platform is unsupported,
|
||||
although it may not be able to render anything. */
|
||||
EIDT_BEST,
|
||||
|
||||
//! A device for Android platforms
|
||||
/** Best used with embedded devices and mobile systems.
|
||||
Does not need X11 or other graphical subsystems.
|
||||
May support hw-acceleration via OpenGL-ES */
|
||||
EIDT_ANDROID,
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
|
||||
#endif // __E_DEVICE_TYPES_H_INCLUDED__
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_DEVICE_TYPES_H_INCLUDED__
|
||||
#define __E_DEVICE_TYPES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
//! An enum for the different device types supported by the Irrlicht Engine.
|
||||
enum E_DEVICE_TYPE
|
||||
{
|
||||
|
||||
//! A device native to Microsoft Windows
|
||||
/** This device uses the Win32 API and works in all versions of Windows. */
|
||||
EIDT_WIN32,
|
||||
|
||||
//! A device native to Unix style operating systems.
|
||||
/** This device uses the X11 windowing system and works in Linux, Solaris, FreeBSD, OSX and
|
||||
other operating systems which support X11. */
|
||||
EIDT_X11,
|
||||
|
||||
//! A device native to Mac OSX
|
||||
/** This device uses Apple's Cocoa API and works in Mac OSX 10.2 and above. */
|
||||
EIDT_OSX,
|
||||
|
||||
//! A device which uses Simple DirectMedia Layer
|
||||
/** The SDL device works under all platforms supported by SDL but first must be compiled
|
||||
in by setting the USE_SDL2 CMake option to ON */
|
||||
EIDT_SDL,
|
||||
|
||||
//! This selection allows Irrlicht to choose the best device from the ones available.
|
||||
/** If this selection is chosen then Irrlicht will try to use the IrrlichtDevice native
|
||||
to your operating system. If this is unavailable then the X11, SDL and then console device
|
||||
will be tried. This ensures that Irrlicht will run even if your platform is unsupported,
|
||||
although it may not be able to render anything. */
|
||||
EIDT_BEST,
|
||||
|
||||
//! A device for Android platforms
|
||||
/** Best used with embedded devices and mobile systems.
|
||||
Does not need X11 or other graphical subsystems.
|
||||
May support hw-acceleration via OpenGL-ES */
|
||||
EIDT_ANDROID,
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
|
||||
#endif // __E_DEVICE_TYPES_H_INCLUDED__
|
||||
|
||||
|
@ -1,157 +1,157 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_DRIVER_FEATURES_H_INCLUDED__
|
||||
#define __E_DRIVER_FEATURES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! enumeration for querying features of the video driver.
|
||||
enum E_VIDEO_DRIVER_FEATURE
|
||||
{
|
||||
//! Is driver able to render to a surface?
|
||||
EVDF_RENDER_TO_TARGET = 0,
|
||||
|
||||
//! Is hardware transform and lighting supported?
|
||||
EVDF_HARDWARE_TL,
|
||||
|
||||
//! Are multiple textures per material possible?
|
||||
EVDF_MULTITEXTURE,
|
||||
|
||||
//! Is driver able to render with a bilinear filter applied?
|
||||
EVDF_BILINEAR_FILTER,
|
||||
|
||||
//! Can the driver handle mip maps?
|
||||
EVDF_MIP_MAP,
|
||||
|
||||
//! Can the driver update mip maps automatically?
|
||||
EVDF_MIP_MAP_AUTO_UPDATE,
|
||||
|
||||
//! Are stencilbuffers switched on and does the device support stencil buffers?
|
||||
EVDF_STENCIL_BUFFER,
|
||||
|
||||
//! Is Vertex Shader 1.1 supported?
|
||||
EVDF_VERTEX_SHADER_1_1,
|
||||
|
||||
//! Is Vertex Shader 2.0 supported?
|
||||
EVDF_VERTEX_SHADER_2_0,
|
||||
|
||||
//! Is Vertex Shader 3.0 supported?
|
||||
EVDF_VERTEX_SHADER_3_0,
|
||||
|
||||
//! Is Pixel Shader 1.1 supported?
|
||||
EVDF_PIXEL_SHADER_1_1,
|
||||
|
||||
//! Is Pixel Shader 1.2 supported?
|
||||
EVDF_PIXEL_SHADER_1_2,
|
||||
|
||||
//! Is Pixel Shader 1.3 supported?
|
||||
EVDF_PIXEL_SHADER_1_3,
|
||||
|
||||
//! Is Pixel Shader 1.4 supported?
|
||||
EVDF_PIXEL_SHADER_1_4,
|
||||
|
||||
//! Is Pixel Shader 2.0 supported?
|
||||
EVDF_PIXEL_SHADER_2_0,
|
||||
|
||||
//! Is Pixel Shader 3.0 supported?
|
||||
EVDF_PIXEL_SHADER_3_0,
|
||||
|
||||
//! Are ARB vertex programs v1.0 supported?
|
||||
EVDF_ARB_VERTEX_PROGRAM_1,
|
||||
|
||||
//! Are ARB fragment programs v1.0 supported?
|
||||
EVDF_ARB_FRAGMENT_PROGRAM_1,
|
||||
|
||||
//! Is GLSL supported?
|
||||
EVDF_ARB_GLSL,
|
||||
|
||||
//! Is HLSL supported?
|
||||
EVDF_HLSL,
|
||||
|
||||
//! Are non-square textures supported?
|
||||
EVDF_TEXTURE_NSQUARE,
|
||||
|
||||
//! Are non-power-of-two textures supported?
|
||||
EVDF_TEXTURE_NPOT,
|
||||
|
||||
//! Are framebuffer objects supported?
|
||||
EVDF_FRAMEBUFFER_OBJECT,
|
||||
|
||||
//! Are vertex buffer objects supported?
|
||||
EVDF_VERTEX_BUFFER_OBJECT,
|
||||
|
||||
//! Supports Alpha To Coverage
|
||||
EVDF_ALPHA_TO_COVERAGE,
|
||||
|
||||
//! Supports Color masks (disabling color planes in output)
|
||||
EVDF_COLOR_MASK,
|
||||
|
||||
//! Supports multiple render targets at once
|
||||
EVDF_MULTIPLE_RENDER_TARGETS,
|
||||
|
||||
//! Supports separate blend settings for multiple render targets
|
||||
EVDF_MRT_BLEND,
|
||||
|
||||
//! Supports separate color masks for multiple render targets
|
||||
EVDF_MRT_COLOR_MASK,
|
||||
|
||||
//! Supports separate blend functions for multiple render targets
|
||||
EVDF_MRT_BLEND_FUNC,
|
||||
|
||||
//! Supports geometry shaders
|
||||
EVDF_GEOMETRY_SHADER,
|
||||
|
||||
//! Supports occlusion queries
|
||||
EVDF_OCCLUSION_QUERY,
|
||||
|
||||
//! Supports polygon offset/depth bias for avoiding z-fighting
|
||||
EVDF_POLYGON_OFFSET,
|
||||
|
||||
//! Support for different blend functions. Without, only ADD is available
|
||||
EVDF_BLEND_OPERATIONS,
|
||||
|
||||
//! Support for separate blending for RGB and Alpha.
|
||||
EVDF_BLEND_SEPARATE,
|
||||
|
||||
//! Support for texture coord transformation via texture matrix
|
||||
EVDF_TEXTURE_MATRIX,
|
||||
|
||||
//! Support for DXTn compressed textures.
|
||||
EVDF_TEXTURE_COMPRESSED_DXT,
|
||||
|
||||
//! Support for PVRTC compressed textures.
|
||||
EVDF_TEXTURE_COMPRESSED_PVRTC,
|
||||
|
||||
//! Support for PVRTC2 compressed textures.
|
||||
EVDF_TEXTURE_COMPRESSED_PVRTC2,
|
||||
|
||||
//! Support for ETC1 compressed textures.
|
||||
EVDF_TEXTURE_COMPRESSED_ETC1,
|
||||
|
||||
//! Support for ETC2 compressed textures.
|
||||
EVDF_TEXTURE_COMPRESSED_ETC2,
|
||||
|
||||
//! Support for cube map textures.
|
||||
EVDF_TEXTURE_CUBEMAP,
|
||||
|
||||
//! Support for filtering across different faces of the cubemap
|
||||
EVDF_TEXTURE_CUBEMAP_SEAMLESS,
|
||||
|
||||
//! Support for clamping vertices beyond far-plane to depth instead of capping them.
|
||||
EVDF_DEPTH_CLAMP,
|
||||
|
||||
//! Only used for counting the elements of this enum
|
||||
EVDF_COUNT
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_DRIVER_FEATURES_H_INCLUDED__
|
||||
#define __E_DRIVER_FEATURES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! enumeration for querying features of the video driver.
|
||||
enum E_VIDEO_DRIVER_FEATURE
|
||||
{
|
||||
//! Is driver able to render to a surface?
|
||||
EVDF_RENDER_TO_TARGET = 0,
|
||||
|
||||
//! Is hardware transform and lighting supported?
|
||||
EVDF_HARDWARE_TL,
|
||||
|
||||
//! Are multiple textures per material possible?
|
||||
EVDF_MULTITEXTURE,
|
||||
|
||||
//! Is driver able to render with a bilinear filter applied?
|
||||
EVDF_BILINEAR_FILTER,
|
||||
|
||||
//! Can the driver handle mip maps?
|
||||
EVDF_MIP_MAP,
|
||||
|
||||
//! Can the driver update mip maps automatically?
|
||||
EVDF_MIP_MAP_AUTO_UPDATE,
|
||||
|
||||
//! Are stencilbuffers switched on and does the device support stencil buffers?
|
||||
EVDF_STENCIL_BUFFER,
|
||||
|
||||
//! Is Vertex Shader 1.1 supported?
|
||||
EVDF_VERTEX_SHADER_1_1,
|
||||
|
||||
//! Is Vertex Shader 2.0 supported?
|
||||
EVDF_VERTEX_SHADER_2_0,
|
||||
|
||||
//! Is Vertex Shader 3.0 supported?
|
||||
EVDF_VERTEX_SHADER_3_0,
|
||||
|
||||
//! Is Pixel Shader 1.1 supported?
|
||||
EVDF_PIXEL_SHADER_1_1,
|
||||
|
||||
//! Is Pixel Shader 1.2 supported?
|
||||
EVDF_PIXEL_SHADER_1_2,
|
||||
|
||||
//! Is Pixel Shader 1.3 supported?
|
||||
EVDF_PIXEL_SHADER_1_3,
|
||||
|
||||
//! Is Pixel Shader 1.4 supported?
|
||||
EVDF_PIXEL_SHADER_1_4,
|
||||
|
||||
//! Is Pixel Shader 2.0 supported?
|
||||
EVDF_PIXEL_SHADER_2_0,
|
||||
|
||||
//! Is Pixel Shader 3.0 supported?
|
||||
EVDF_PIXEL_SHADER_3_0,
|
||||
|
||||
//! Are ARB vertex programs v1.0 supported?
|
||||
EVDF_ARB_VERTEX_PROGRAM_1,
|
||||
|
||||
//! Are ARB fragment programs v1.0 supported?
|
||||
EVDF_ARB_FRAGMENT_PROGRAM_1,
|
||||
|
||||
//! Is GLSL supported?
|
||||
EVDF_ARB_GLSL,
|
||||
|
||||
//! Is HLSL supported?
|
||||
EVDF_HLSL,
|
||||
|
||||
//! Are non-square textures supported?
|
||||
EVDF_TEXTURE_NSQUARE,
|
||||
|
||||
//! Are non-power-of-two textures supported?
|
||||
EVDF_TEXTURE_NPOT,
|
||||
|
||||
//! Are framebuffer objects supported?
|
||||
EVDF_FRAMEBUFFER_OBJECT,
|
||||
|
||||
//! Are vertex buffer objects supported?
|
||||
EVDF_VERTEX_BUFFER_OBJECT,
|
||||
|
||||
//! Supports Alpha To Coverage
|
||||
EVDF_ALPHA_TO_COVERAGE,
|
||||
|
||||
//! Supports Color masks (disabling color planes in output)
|
||||
EVDF_COLOR_MASK,
|
||||
|
||||
//! Supports multiple render targets at once
|
||||
EVDF_MULTIPLE_RENDER_TARGETS,
|
||||
|
||||
//! Supports separate blend settings for multiple render targets
|
||||
EVDF_MRT_BLEND,
|
||||
|
||||
//! Supports separate color masks for multiple render targets
|
||||
EVDF_MRT_COLOR_MASK,
|
||||
|
||||
//! Supports separate blend functions for multiple render targets
|
||||
EVDF_MRT_BLEND_FUNC,
|
||||
|
||||
//! Supports geometry shaders
|
||||
EVDF_GEOMETRY_SHADER,
|
||||
|
||||
//! Supports occlusion queries
|
||||
EVDF_OCCLUSION_QUERY,
|
||||
|
||||
//! Supports polygon offset/depth bias for avoiding z-fighting
|
||||
EVDF_POLYGON_OFFSET,
|
||||
|
||||
//! Support for different blend functions. Without, only ADD is available
|
||||
EVDF_BLEND_OPERATIONS,
|
||||
|
||||
//! Support for separate blending for RGB and Alpha.
|
||||
EVDF_BLEND_SEPARATE,
|
||||
|
||||
//! Support for texture coord transformation via texture matrix
|
||||
EVDF_TEXTURE_MATRIX,
|
||||
|
||||
//! Support for DXTn compressed textures.
|
||||
EVDF_TEXTURE_COMPRESSED_DXT,
|
||||
|
||||
//! Support for PVRTC compressed textures.
|
||||
EVDF_TEXTURE_COMPRESSED_PVRTC,
|
||||
|
||||
//! Support for PVRTC2 compressed textures.
|
||||
EVDF_TEXTURE_COMPRESSED_PVRTC2,
|
||||
|
||||
//! Support for ETC1 compressed textures.
|
||||
EVDF_TEXTURE_COMPRESSED_ETC1,
|
||||
|
||||
//! Support for ETC2 compressed textures.
|
||||
EVDF_TEXTURE_COMPRESSED_ETC2,
|
||||
|
||||
//! Support for cube map textures.
|
||||
EVDF_TEXTURE_CUBEMAP,
|
||||
|
||||
//! Support for filtering across different faces of the cubemap
|
||||
EVDF_TEXTURE_CUBEMAP_SEAMLESS,
|
||||
|
||||
//! Support for clamping vertices beyond far-plane to depth instead of capping them.
|
||||
EVDF_DEPTH_CLAMP,
|
||||
|
||||
//! Only used for counting the elements of this enum
|
||||
EVDF_COUNT
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,48 +1,48 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_DRIVER_TYPES_H_INCLUDED__
|
||||
#define __E_DRIVER_TYPES_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! An enum for all types of drivers the Irrlicht Engine supports.
|
||||
enum E_DRIVER_TYPE
|
||||
{
|
||||
//! Null driver, useful for applications to run the engine without visualization.
|
||||
/** The null device is able to load textures, but does not
|
||||
render and display any graphics. */
|
||||
EDT_NULL,
|
||||
|
||||
//! OpenGL device, available on most platforms.
|
||||
/** Performs hardware accelerated rendering of 3D and 2D
|
||||
primitives. */
|
||||
EDT_OPENGL,
|
||||
|
||||
//! OpenGL-ES 1.x driver, for embedded and mobile systems
|
||||
EDT_OGLES1,
|
||||
|
||||
//! OpenGL-ES 2.x driver, for embedded and mobile systems
|
||||
/** Supports shaders etc. */
|
||||
EDT_OGLES2,
|
||||
|
||||
//! WebGL1 friendly subset of OpenGL-ES 2.x driver for Emscripten
|
||||
EDT_WEBGL1,
|
||||
|
||||
EDT_OPENGL3,
|
||||
|
||||
//! No driver, just for counting the elements
|
||||
EDT_COUNT
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_DRIVER_TYPES_H_INCLUDED__
|
||||
#define __E_DRIVER_TYPES_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! An enum for all types of drivers the Irrlicht Engine supports.
|
||||
enum E_DRIVER_TYPE
|
||||
{
|
||||
//! Null driver, useful for applications to run the engine without visualization.
|
||||
/** The null device is able to load textures, but does not
|
||||
render and display any graphics. */
|
||||
EDT_NULL,
|
||||
|
||||
//! OpenGL device, available on most platforms.
|
||||
/** Performs hardware accelerated rendering of 3D and 2D
|
||||
primitives. */
|
||||
EDT_OPENGL,
|
||||
|
||||
//! OpenGL-ES 1.x driver, for embedded and mobile systems
|
||||
EDT_OGLES1,
|
||||
|
||||
//! OpenGL-ES 2.x driver, for embedded and mobile systems
|
||||
/** Supports shaders etc. */
|
||||
EDT_OGLES2,
|
||||
|
||||
//! WebGL1 friendly subset of OpenGL-ES 2.x driver for Emscripten
|
||||
EDT_WEBGL1,
|
||||
|
||||
EDT_OPENGL3,
|
||||
|
||||
//! No driver, just for counting the elements
|
||||
EDT_COUNT
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
@ -1,38 +1,38 @@
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef E_FOCUS_FLAGS_H_INCLUDED__
|
||||
#define E_FOCUS_FLAGS_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! Bitflags for defining the the focus behavior of the gui
|
||||
// (all names start with SET as we might add REMOVE flags later to control that behavior as well)
|
||||
enum EFOCUS_FLAG
|
||||
{
|
||||
//! When set the focus changes when the left mouse-button got clicked while over an element
|
||||
EFF_SET_ON_LMOUSE_DOWN = 0x1,
|
||||
|
||||
//! When set the focus changes when the right mouse-button got clicked while over an element
|
||||
//! Note that elements usually don't care about right-click and that won't change with this flag
|
||||
//! This is mostly to allow taking away focus from elements with right-mouse additionally.
|
||||
EFF_SET_ON_RMOUSE_DOWN = 0x2,
|
||||
|
||||
//! When set the focus changes when the mouse-cursor is over an element
|
||||
EFF_SET_ON_MOUSE_OVER = 0x4,
|
||||
|
||||
//! When set the focus can be changed with TAB-key combinations.
|
||||
EFF_SET_ON_TAB = 0x8,
|
||||
|
||||
//! When set it's possible to set the focus to disabled elements.
|
||||
EFF_CAN_FOCUS_DISABLED = 0x16
|
||||
};
|
||||
|
||||
} // namespace gui
|
||||
} // namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef E_FOCUS_FLAGS_H_INCLUDED__
|
||||
#define E_FOCUS_FLAGS_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! Bitflags for defining the the focus behavior of the gui
|
||||
// (all names start with SET as we might add REMOVE flags later to control that behavior as well)
|
||||
enum EFOCUS_FLAG
|
||||
{
|
||||
//! When set the focus changes when the left mouse-button got clicked while over an element
|
||||
EFF_SET_ON_LMOUSE_DOWN = 0x1,
|
||||
|
||||
//! When set the focus changes when the right mouse-button got clicked while over an element
|
||||
//! Note that elements usually don't care about right-click and that won't change with this flag
|
||||
//! This is mostly to allow taking away focus from elements with right-mouse additionally.
|
||||
EFF_SET_ON_RMOUSE_DOWN = 0x2,
|
||||
|
||||
//! When set the focus changes when the mouse-cursor is over an element
|
||||
EFF_SET_ON_MOUSE_OVER = 0x4,
|
||||
|
||||
//! When set the focus can be changed with TAB-key combinations.
|
||||
EFF_SET_ON_TAB = 0x8,
|
||||
|
||||
//! When set it's possible to set the focus to disabled elements.
|
||||
EFF_CAN_FOCUS_DISABLED = 0x16
|
||||
};
|
||||
|
||||
} // namespace gui
|
||||
} // namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,39 +1,39 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_GUI_ALIGNMENT_H_INCLUDED__
|
||||
#define __E_GUI_ALIGNMENT_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
enum EGUI_ALIGNMENT
|
||||
{
|
||||
//! Aligned to parent's top or left side (default)
|
||||
EGUIA_UPPERLEFT=0,
|
||||
//! Aligned to parent's bottom or right side
|
||||
EGUIA_LOWERRIGHT,
|
||||
//! Aligned to the center of parent
|
||||
EGUIA_CENTER,
|
||||
//! Stretched to fit parent
|
||||
EGUIA_SCALE
|
||||
};
|
||||
|
||||
//! Names for alignments
|
||||
const c8* const GUIAlignmentNames[] =
|
||||
{
|
||||
"upperLeft",
|
||||
"lowerRight",
|
||||
"center",
|
||||
"scale",
|
||||
0
|
||||
};
|
||||
|
||||
} // namespace gui
|
||||
} // namespace irr
|
||||
|
||||
#endif // __E_GUI_ALIGNMENT_H_INCLUDED__
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_GUI_ALIGNMENT_H_INCLUDED__
|
||||
#define __E_GUI_ALIGNMENT_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
enum EGUI_ALIGNMENT
|
||||
{
|
||||
//! Aligned to parent's top or left side (default)
|
||||
EGUIA_UPPERLEFT=0,
|
||||
//! Aligned to parent's bottom or right side
|
||||
EGUIA_LOWERRIGHT,
|
||||
//! Aligned to the center of parent
|
||||
EGUIA_CENTER,
|
||||
//! Stretched to fit parent
|
||||
EGUIA_SCALE
|
||||
};
|
||||
|
||||
//! Names for alignments
|
||||
const c8* const GUIAlignmentNames[] =
|
||||
{
|
||||
"upperLeft",
|
||||
"lowerRight",
|
||||
"center",
|
||||
"scale",
|
||||
0
|
||||
};
|
||||
|
||||
} // namespace gui
|
||||
} // namespace irr
|
||||
|
||||
#endif // __E_GUI_ALIGNMENT_H_INCLUDED__
|
||||
|
@ -1,141 +1,141 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_GUI_ELEMENT_TYPES_H_INCLUDED__
|
||||
#define __E_GUI_ELEMENT_TYPES_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! List of all basic Irrlicht GUI elements.
|
||||
/** An IGUIElement returns this when calling IGUIElement::getType(); */
|
||||
enum EGUI_ELEMENT_TYPE
|
||||
{
|
||||
//! A button (IGUIButton)
|
||||
EGUIET_BUTTON = 0,
|
||||
|
||||
//! A check box (IGUICheckBox)
|
||||
EGUIET_CHECK_BOX,
|
||||
|
||||
//! A combo box (IGUIComboBox)
|
||||
EGUIET_COMBO_BOX,
|
||||
|
||||
//! A context menu (IGUIContextMenu)
|
||||
EGUIET_CONTEXT_MENU,
|
||||
|
||||
//! A menu (IGUIMenu)
|
||||
EGUIET_MENU,
|
||||
|
||||
//! An edit box (IGUIEditBox)
|
||||
EGUIET_EDIT_BOX,
|
||||
|
||||
//! A file open dialog (IGUIFileOpenDialog)
|
||||
EGUIET_FILE_OPEN_DIALOG,
|
||||
|
||||
//! A color select open dialog (IGUIColorSelectDialog)
|
||||
EGUIET_COLOR_SELECT_DIALOG,
|
||||
|
||||
//! A in/out fader (IGUIInOutFader)
|
||||
EGUIET_IN_OUT_FADER,
|
||||
|
||||
//! An image (IGUIImage)
|
||||
EGUIET_IMAGE,
|
||||
|
||||
//! A list box (IGUIListBox)
|
||||
EGUIET_LIST_BOX,
|
||||
|
||||
//! A mesh viewer (IGUIMeshViewer)
|
||||
EGUIET_MESH_VIEWER,
|
||||
|
||||
//! A message box (IGUIWindow)
|
||||
EGUIET_MESSAGE_BOX,
|
||||
|
||||
//! A modal screen
|
||||
EGUIET_MODAL_SCREEN,
|
||||
|
||||
//! A scroll bar (IGUIScrollBar)
|
||||
EGUIET_SCROLL_BAR,
|
||||
|
||||
//! A spin box (IGUISpinBox)
|
||||
EGUIET_SPIN_BOX,
|
||||
|
||||
//! A static text (IGUIStaticText)
|
||||
EGUIET_STATIC_TEXT,
|
||||
|
||||
//! A tab (IGUITab)
|
||||
EGUIET_TAB,
|
||||
|
||||
//! A tab control
|
||||
EGUIET_TAB_CONTROL,
|
||||
|
||||
//! A Table
|
||||
EGUIET_TABLE,
|
||||
|
||||
//! A tool bar (IGUIToolBar)
|
||||
EGUIET_TOOL_BAR,
|
||||
|
||||
//! A Tree View
|
||||
EGUIET_TREE_VIEW,
|
||||
|
||||
//! A window
|
||||
EGUIET_WINDOW,
|
||||
|
||||
//! Unknown type.
|
||||
EGUIET_ELEMENT,
|
||||
|
||||
//! The root of the GUI
|
||||
EGUIET_ROOT,
|
||||
|
||||
//! Not an element, amount of elements in there
|
||||
EGUIET_COUNT,
|
||||
|
||||
//! This enum is never used, it only forces the compiler to compile this enumeration to 32 bit.
|
||||
EGUIET_FORCE_32_BIT = 0x7fffffff
|
||||
|
||||
};
|
||||
|
||||
//! Names for built-in element types
|
||||
const c8* const GUIElementTypeNames[] =
|
||||
{
|
||||
"button",
|
||||
"checkBox",
|
||||
"comboBox",
|
||||
"contextMenu",
|
||||
"menu",
|
||||
"editBox",
|
||||
"fileOpenDialog",
|
||||
"colorSelectDialog",
|
||||
"inOutFader",
|
||||
"image",
|
||||
"listBox",
|
||||
"meshViewer",
|
||||
"messageBox",
|
||||
"modalScreen",
|
||||
"scrollBar",
|
||||
"spinBox",
|
||||
"staticText",
|
||||
"tab",
|
||||
"tabControl",
|
||||
"table",
|
||||
"toolBar",
|
||||
"treeview",
|
||||
"window",
|
||||
"element",
|
||||
"root",
|
||||
"profiler",
|
||||
0
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_GUI_ELEMENT_TYPES_H_INCLUDED__
|
||||
#define __E_GUI_ELEMENT_TYPES_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! List of all basic Irrlicht GUI elements.
|
||||
/** An IGUIElement returns this when calling IGUIElement::getType(); */
|
||||
enum EGUI_ELEMENT_TYPE
|
||||
{
|
||||
//! A button (IGUIButton)
|
||||
EGUIET_BUTTON = 0,
|
||||
|
||||
//! A check box (IGUICheckBox)
|
||||
EGUIET_CHECK_BOX,
|
||||
|
||||
//! A combo box (IGUIComboBox)
|
||||
EGUIET_COMBO_BOX,
|
||||
|
||||
//! A context menu (IGUIContextMenu)
|
||||
EGUIET_CONTEXT_MENU,
|
||||
|
||||
//! A menu (IGUIMenu)
|
||||
EGUIET_MENU,
|
||||
|
||||
//! An edit box (IGUIEditBox)
|
||||
EGUIET_EDIT_BOX,
|
||||
|
||||
//! A file open dialog (IGUIFileOpenDialog)
|
||||
EGUIET_FILE_OPEN_DIALOG,
|
||||
|
||||
//! A color select open dialog (IGUIColorSelectDialog)
|
||||
EGUIET_COLOR_SELECT_DIALOG,
|
||||
|
||||
//! A in/out fader (IGUIInOutFader)
|
||||
EGUIET_IN_OUT_FADER,
|
||||
|
||||
//! An image (IGUIImage)
|
||||
EGUIET_IMAGE,
|
||||
|
||||
//! A list box (IGUIListBox)
|
||||
EGUIET_LIST_BOX,
|
||||
|
||||
//! A mesh viewer (IGUIMeshViewer)
|
||||
EGUIET_MESH_VIEWER,
|
||||
|
||||
//! A message box (IGUIWindow)
|
||||
EGUIET_MESSAGE_BOX,
|
||||
|
||||
//! A modal screen
|
||||
EGUIET_MODAL_SCREEN,
|
||||
|
||||
//! A scroll bar (IGUIScrollBar)
|
||||
EGUIET_SCROLL_BAR,
|
||||
|
||||
//! A spin box (IGUISpinBox)
|
||||
EGUIET_SPIN_BOX,
|
||||
|
||||
//! A static text (IGUIStaticText)
|
||||
EGUIET_STATIC_TEXT,
|
||||
|
||||
//! A tab (IGUITab)
|
||||
EGUIET_TAB,
|
||||
|
||||
//! A tab control
|
||||
EGUIET_TAB_CONTROL,
|
||||
|
||||
//! A Table
|
||||
EGUIET_TABLE,
|
||||
|
||||
//! A tool bar (IGUIToolBar)
|
||||
EGUIET_TOOL_BAR,
|
||||
|
||||
//! A Tree View
|
||||
EGUIET_TREE_VIEW,
|
||||
|
||||
//! A window
|
||||
EGUIET_WINDOW,
|
||||
|
||||
//! Unknown type.
|
||||
EGUIET_ELEMENT,
|
||||
|
||||
//! The root of the GUI
|
||||
EGUIET_ROOT,
|
||||
|
||||
//! Not an element, amount of elements in there
|
||||
EGUIET_COUNT,
|
||||
|
||||
//! This enum is never used, it only forces the compiler to compile this enumeration to 32 bit.
|
||||
EGUIET_FORCE_32_BIT = 0x7fffffff
|
||||
|
||||
};
|
||||
|
||||
//! Names for built-in element types
|
||||
const c8* const GUIElementTypeNames[] =
|
||||
{
|
||||
"button",
|
||||
"checkBox",
|
||||
"comboBox",
|
||||
"contextMenu",
|
||||
"menu",
|
||||
"editBox",
|
||||
"fileOpenDialog",
|
||||
"colorSelectDialog",
|
||||
"inOutFader",
|
||||
"image",
|
||||
"listBox",
|
||||
"meshViewer",
|
||||
"messageBox",
|
||||
"modalScreen",
|
||||
"scrollBar",
|
||||
"spinBox",
|
||||
"staticText",
|
||||
"tab",
|
||||
"tabControl",
|
||||
"table",
|
||||
"toolBar",
|
||||
"treeview",
|
||||
"window",
|
||||
"element",
|
||||
"root",
|
||||
"profiler",
|
||||
0
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -1,44 +1,44 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_HARDWARE_BUFFER_FLAGS_INCLUDED__
|
||||
#define __E_HARDWARE_BUFFER_FLAGS_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
enum E_HARDWARE_MAPPING
|
||||
{
|
||||
//! Don't store on the hardware
|
||||
EHM_NEVER=0,
|
||||
|
||||
//! Rarely changed, usually stored completely on the hardware
|
||||
EHM_STATIC,
|
||||
|
||||
//! Sometimes changed, driver optimized placement
|
||||
EHM_DYNAMIC,
|
||||
|
||||
//! Always changed, cache optimizing on the GPU
|
||||
EHM_STREAM
|
||||
};
|
||||
|
||||
enum E_BUFFER_TYPE
|
||||
{
|
||||
//! Does not change anything
|
||||
EBT_NONE=0,
|
||||
//! Change the vertex mapping
|
||||
EBT_VERTEX,
|
||||
//! Change the index mapping
|
||||
EBT_INDEX,
|
||||
//! Change both vertex and index mapping to the same value
|
||||
EBT_VERTEX_AND_INDEX
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_HARDWARE_BUFFER_FLAGS_INCLUDED__
|
||||
#define __E_HARDWARE_BUFFER_FLAGS_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
enum E_HARDWARE_MAPPING
|
||||
{
|
||||
//! Don't store on the hardware
|
||||
EHM_NEVER=0,
|
||||
|
||||
//! Rarely changed, usually stored completely on the hardware
|
||||
EHM_STATIC,
|
||||
|
||||
//! Sometimes changed, driver optimized placement
|
||||
EHM_DYNAMIC,
|
||||
|
||||
//! Always changed, cache optimizing on the GPU
|
||||
EHM_STREAM
|
||||
};
|
||||
|
||||
enum E_BUFFER_TYPE
|
||||
{
|
||||
//! Does not change anything
|
||||
EBT_NONE=0,
|
||||
//! Change the vertex mapping
|
||||
EBT_VERTEX,
|
||||
//! Change the index mapping
|
||||
EBT_INDEX,
|
||||
//! Change both vertex and index mapping to the same value
|
||||
EBT_VERTEX_AND_INDEX
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,87 +1,87 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_MATERIAL_PROPS_H_INCLUDED__
|
||||
#define __E_MATERIAL_PROPS_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! Material properties
|
||||
enum E_MATERIAL_PROP
|
||||
{
|
||||
//! Corresponds to SMaterial::Wireframe.
|
||||
EMP_WIREFRAME = 0x1,
|
||||
|
||||
//! Corresponds to SMaterial::PointCloud.
|
||||
EMP_POINTCLOUD = 0x2,
|
||||
|
||||
//! Corresponds to SMaterial::GouraudShading.
|
||||
EMP_GOURAUD_SHADING = 0x4,
|
||||
|
||||
//! Corresponds to SMaterial::Lighting.
|
||||
EMP_LIGHTING = 0x8,
|
||||
|
||||
//! Corresponds to SMaterial::ZBuffer.
|
||||
EMP_ZBUFFER = 0x10,
|
||||
|
||||
//! Corresponds to SMaterial::ZWriteEnable.
|
||||
EMP_ZWRITE_ENABLE = 0x20,
|
||||
|
||||
//! Corresponds to SMaterial::BackfaceCulling.
|
||||
EMP_BACK_FACE_CULLING = 0x40,
|
||||
|
||||
//! Corresponds to SMaterial::FrontfaceCulling.
|
||||
EMP_FRONT_FACE_CULLING = 0x80,
|
||||
|
||||
//! Corresponds to SMaterialLayer::MinFilter.
|
||||
EMP_MIN_FILTER = 0x100,
|
||||
|
||||
//! Corresponds to SMaterialLayer::MagFilter.
|
||||
EMP_MAG_FILTER = 0x200,
|
||||
|
||||
//! Corresponds to SMaterialLayer::AnisotropicFilter.
|
||||
EMP_ANISOTROPIC_FILTER = 0x400,
|
||||
|
||||
//! Corresponds to SMaterial::FogEnable.
|
||||
EMP_FOG_ENABLE = 0x800,
|
||||
|
||||
//! Corresponds to SMaterial::NormalizeNormals.
|
||||
EMP_NORMALIZE_NORMALS = 0x1000,
|
||||
|
||||
//! Corresponds to SMaterialLayer::TextureWrapU, TextureWrapV and
|
||||
//! TextureWrapW.
|
||||
EMP_TEXTURE_WRAP = 0x2000,
|
||||
|
||||
//! Corresponds to SMaterial::AntiAliasing.
|
||||
EMP_ANTI_ALIASING = 0x4000,
|
||||
|
||||
//! Corresponds to SMaterial::ColorMask.
|
||||
EMP_COLOR_MASK = 0x8000,
|
||||
|
||||
//! Corresponds to SMaterial::ColorMaterial.
|
||||
EMP_COLOR_MATERIAL = 0x10000,
|
||||
|
||||
//! Corresponds to SMaterial::UseMipMaps.
|
||||
EMP_USE_MIP_MAPS = 0x20000,
|
||||
|
||||
//! Corresponds to SMaterial::BlendOperation.
|
||||
EMP_BLEND_OPERATION = 0x40000,
|
||||
|
||||
//! Corresponds to SMaterial::PolygonOffsetFactor, PolygonOffsetDirection,
|
||||
//! PolygonOffsetDepthBias and PolygonOffsetSlopeScale.
|
||||
EMP_POLYGON_OFFSET = 0x80000,
|
||||
|
||||
//! Corresponds to SMaterial::BlendFactor.
|
||||
EMP_BLEND_FACTOR = 0x100000,
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif // __E_MATERIAL_PROPS_H_INCLUDED__
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_MATERIAL_PROPS_H_INCLUDED__
|
||||
#define __E_MATERIAL_PROPS_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! Material properties
|
||||
enum E_MATERIAL_PROP
|
||||
{
|
||||
//! Corresponds to SMaterial::Wireframe.
|
||||
EMP_WIREFRAME = 0x1,
|
||||
|
||||
//! Corresponds to SMaterial::PointCloud.
|
||||
EMP_POINTCLOUD = 0x2,
|
||||
|
||||
//! Corresponds to SMaterial::GouraudShading.
|
||||
EMP_GOURAUD_SHADING = 0x4,
|
||||
|
||||
//! Corresponds to SMaterial::Lighting.
|
||||
EMP_LIGHTING = 0x8,
|
||||
|
||||
//! Corresponds to SMaterial::ZBuffer.
|
||||
EMP_ZBUFFER = 0x10,
|
||||
|
||||
//! Corresponds to SMaterial::ZWriteEnable.
|
||||
EMP_ZWRITE_ENABLE = 0x20,
|
||||
|
||||
//! Corresponds to SMaterial::BackfaceCulling.
|
||||
EMP_BACK_FACE_CULLING = 0x40,
|
||||
|
||||
//! Corresponds to SMaterial::FrontfaceCulling.
|
||||
EMP_FRONT_FACE_CULLING = 0x80,
|
||||
|
||||
//! Corresponds to SMaterialLayer::MinFilter.
|
||||
EMP_MIN_FILTER = 0x100,
|
||||
|
||||
//! Corresponds to SMaterialLayer::MagFilter.
|
||||
EMP_MAG_FILTER = 0x200,
|
||||
|
||||
//! Corresponds to SMaterialLayer::AnisotropicFilter.
|
||||
EMP_ANISOTROPIC_FILTER = 0x400,
|
||||
|
||||
//! Corresponds to SMaterial::FogEnable.
|
||||
EMP_FOG_ENABLE = 0x800,
|
||||
|
||||
//! Corresponds to SMaterial::NormalizeNormals.
|
||||
EMP_NORMALIZE_NORMALS = 0x1000,
|
||||
|
||||
//! Corresponds to SMaterialLayer::TextureWrapU, TextureWrapV and
|
||||
//! TextureWrapW.
|
||||
EMP_TEXTURE_WRAP = 0x2000,
|
||||
|
||||
//! Corresponds to SMaterial::AntiAliasing.
|
||||
EMP_ANTI_ALIASING = 0x4000,
|
||||
|
||||
//! Corresponds to SMaterial::ColorMask.
|
||||
EMP_COLOR_MASK = 0x8000,
|
||||
|
||||
//! Corresponds to SMaterial::ColorMaterial.
|
||||
EMP_COLOR_MATERIAL = 0x10000,
|
||||
|
||||
//! Corresponds to SMaterial::UseMipMaps.
|
||||
EMP_USE_MIP_MAPS = 0x20000,
|
||||
|
||||
//! Corresponds to SMaterial::BlendOperation.
|
||||
EMP_BLEND_OPERATION = 0x40000,
|
||||
|
||||
//! Corresponds to SMaterial::PolygonOffsetFactor, PolygonOffsetDirection,
|
||||
//! PolygonOffsetDepthBias and PolygonOffsetSlopeScale.
|
||||
EMP_POLYGON_OFFSET = 0x80000,
|
||||
|
||||
//! Corresponds to SMaterial::BlendFactor.
|
||||
EMP_BLEND_FACTOR = 0x100000,
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif // __E_MATERIAL_PROPS_H_INCLUDED__
|
||||
|
||||
|
@ -1,75 +1,75 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_MATERIAL_TYPES_H_INCLUDED__
|
||||
#define __E_MATERIAL_TYPES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! Abstracted and easy to use fixed function/programmable pipeline material modes.
|
||||
enum E_MATERIAL_TYPE
|
||||
{
|
||||
//! Standard solid material.
|
||||
/** Only first texture is used, which is supposed to be the
|
||||
diffuse material. */
|
||||
EMT_SOLID = 0,
|
||||
|
||||
//! Makes the material transparent based on the texture alpha channel.
|
||||
/** The final color is blended together from the destination
|
||||
color and the texture color, using the alpha channel value as
|
||||
blend factor. Only first texture is used. If you are using
|
||||
this material with small textures, it is a good idea to load
|
||||
the texture in 32 bit mode
|
||||
(video::IVideoDriver::setTextureCreationFlag()). Also, an alpha
|
||||
ref is used, which can be manipulated using
|
||||
SMaterial::MaterialTypeParam. This value controls how sharp the
|
||||
edges become when going from a transparent to a solid spot on
|
||||
the texture. */
|
||||
EMT_TRANSPARENT_ALPHA_CHANNEL,
|
||||
|
||||
//! Makes the material transparent based on the texture alpha channel.
|
||||
/** If the alpha channel value is greater than 127, a
|
||||
pixel is written to the target, otherwise not. This
|
||||
material does not use alpha blending and is a lot faster
|
||||
than EMT_TRANSPARENT_ALPHA_CHANNEL. It is ideal for drawing
|
||||
stuff like leaves of plants, because the borders are not
|
||||
blurry but sharp. Only first texture is used. If you are
|
||||
using this material with small textures and 3d object, it
|
||||
is a good idea to load the texture in 32 bit mode
|
||||
(video::IVideoDriver::setTextureCreationFlag()). */
|
||||
EMT_TRANSPARENT_ALPHA_CHANNEL_REF,
|
||||
|
||||
//! Makes the material transparent based on the vertex alpha value.
|
||||
EMT_TRANSPARENT_VERTEX_ALPHA,
|
||||
|
||||
//! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
|
||||
/** Using only first texture. Generic blending method.
|
||||
The blend function is set to SMaterial::MaterialTypeParam with
|
||||
pack_textureBlendFunc (for 2D) or pack_textureBlendFuncSeparate (for 3D). */
|
||||
EMT_ONETEXTURE_BLEND,
|
||||
|
||||
//! This value is not used. It only forces this enumeration to compile to 32 bit.
|
||||
EMT_FORCE_32BIT = 0x7fffffff
|
||||
};
|
||||
|
||||
//! Array holding the built in material type names
|
||||
const char* const sBuiltInMaterialTypeNames[] =
|
||||
{
|
||||
"solid",
|
||||
"trans_alphach",
|
||||
"trans_alphach_ref",
|
||||
"trans_vertex_alpha",
|
||||
"onetexture_blend",
|
||||
0
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif // __E_MATERIAL_TYPES_H_INCLUDED__
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_MATERIAL_TYPES_H_INCLUDED__
|
||||
#define __E_MATERIAL_TYPES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! Abstracted and easy to use fixed function/programmable pipeline material modes.
|
||||
enum E_MATERIAL_TYPE
|
||||
{
|
||||
//! Standard solid material.
|
||||
/** Only first texture is used, which is supposed to be the
|
||||
diffuse material. */
|
||||
EMT_SOLID = 0,
|
||||
|
||||
//! Makes the material transparent based on the texture alpha channel.
|
||||
/** The final color is blended together from the destination
|
||||
color and the texture color, using the alpha channel value as
|
||||
blend factor. Only first texture is used. If you are using
|
||||
this material with small textures, it is a good idea to load
|
||||
the texture in 32 bit mode
|
||||
(video::IVideoDriver::setTextureCreationFlag()). Also, an alpha
|
||||
ref is used, which can be manipulated using
|
||||
SMaterial::MaterialTypeParam. This value controls how sharp the
|
||||
edges become when going from a transparent to a solid spot on
|
||||
the texture. */
|
||||
EMT_TRANSPARENT_ALPHA_CHANNEL,
|
||||
|
||||
//! Makes the material transparent based on the texture alpha channel.
|
||||
/** If the alpha channel value is greater than 127, a
|
||||
pixel is written to the target, otherwise not. This
|
||||
material does not use alpha blending and is a lot faster
|
||||
than EMT_TRANSPARENT_ALPHA_CHANNEL. It is ideal for drawing
|
||||
stuff like leaves of plants, because the borders are not
|
||||
blurry but sharp. Only first texture is used. If you are
|
||||
using this material with small textures and 3d object, it
|
||||
is a good idea to load the texture in 32 bit mode
|
||||
(video::IVideoDriver::setTextureCreationFlag()). */
|
||||
EMT_TRANSPARENT_ALPHA_CHANNEL_REF,
|
||||
|
||||
//! Makes the material transparent based on the vertex alpha value.
|
||||
EMT_TRANSPARENT_VERTEX_ALPHA,
|
||||
|
||||
//! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
|
||||
/** Using only first texture. Generic blending method.
|
||||
The blend function is set to SMaterial::MaterialTypeParam with
|
||||
pack_textureBlendFunc (for 2D) or pack_textureBlendFuncSeparate (for 3D). */
|
||||
EMT_ONETEXTURE_BLEND,
|
||||
|
||||
//! This value is not used. It only forces this enumeration to compile to 32 bit.
|
||||
EMT_FORCE_32BIT = 0x7fffffff
|
||||
};
|
||||
|
||||
//! Array holding the built in material type names
|
||||
const char* const sBuiltInMaterialTypeNames[] =
|
||||
{
|
||||
"solid",
|
||||
"trans_alphach",
|
||||
"trans_alphach_ref",
|
||||
"trans_vertex_alpha",
|
||||
"onetexture_blend",
|
||||
0
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif // __E_MATERIAL_TYPES_H_INCLUDED__
|
||||
|
||||
|
@ -1,65 +1,65 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_MESH_WRITER_ENUMS_H_INCLUDED__
|
||||
#define __E_MESH_WRITER_ENUMS_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! An enumeration for all supported types of built-in mesh writers
|
||||
/** A scene mesh writers is represented by a four character code
|
||||
such as 'irrm' or 'coll' instead of simple numbers, to avoid
|
||||
name clashes with external mesh writers.*/
|
||||
enum EMESH_WRITER_TYPE
|
||||
{
|
||||
//! Irrlicht native mesh writer, for static .irrmesh files.
|
||||
EMWT_IRR_MESH = MAKE_IRR_ID('i','r','r','m'),
|
||||
|
||||
//! COLLADA mesh writer for .dae and .xml files
|
||||
EMWT_COLLADA = MAKE_IRR_ID('c','o','l','l'),
|
||||
|
||||
//! STL mesh writer for .stl files
|
||||
EMWT_STL = MAKE_IRR_ID('s','t','l',0),
|
||||
|
||||
//! OBJ mesh writer for .obj files
|
||||
EMWT_OBJ = MAKE_IRR_ID('o','b','j',0),
|
||||
|
||||
//! PLY mesh writer for .ply files
|
||||
EMWT_PLY = MAKE_IRR_ID('p','l','y',0),
|
||||
|
||||
//! B3D mesh writer, for static .b3d files
|
||||
EMWT_B3D = MAKE_IRR_ID('b', '3', 'd', 0)
|
||||
};
|
||||
|
||||
|
||||
//! flags configuring mesh writing
|
||||
enum E_MESH_WRITER_FLAGS
|
||||
{
|
||||
//! no writer flags
|
||||
EMWF_NONE = 0,
|
||||
|
||||
//! write lightmap textures out if possible
|
||||
//! Currently not used by any Irrlicht mesh-writer
|
||||
// (Note: User meshwriters can still use it)
|
||||
EMWF_WRITE_LIGHTMAPS = 0x1,
|
||||
|
||||
//! write in a way that consumes less disk space
|
||||
// (Note: Mainly there for user meshwriters)
|
||||
EMWF_WRITE_COMPRESSED = 0x2,
|
||||
|
||||
//! write in binary format rather than text
|
||||
EMWF_WRITE_BINARY = 0x4
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif // __E_MESH_WRITER_ENUMS_H_INCLUDED__
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_MESH_WRITER_ENUMS_H_INCLUDED__
|
||||
#define __E_MESH_WRITER_ENUMS_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! An enumeration for all supported types of built-in mesh writers
|
||||
/** A scene mesh writers is represented by a four character code
|
||||
such as 'irrm' or 'coll' instead of simple numbers, to avoid
|
||||
name clashes with external mesh writers.*/
|
||||
enum EMESH_WRITER_TYPE
|
||||
{
|
||||
//! Irrlicht native mesh writer, for static .irrmesh files.
|
||||
EMWT_IRR_MESH = MAKE_IRR_ID('i','r','r','m'),
|
||||
|
||||
//! COLLADA mesh writer for .dae and .xml files
|
||||
EMWT_COLLADA = MAKE_IRR_ID('c','o','l','l'),
|
||||
|
||||
//! STL mesh writer for .stl files
|
||||
EMWT_STL = MAKE_IRR_ID('s','t','l',0),
|
||||
|
||||
//! OBJ mesh writer for .obj files
|
||||
EMWT_OBJ = MAKE_IRR_ID('o','b','j',0),
|
||||
|
||||
//! PLY mesh writer for .ply files
|
||||
EMWT_PLY = MAKE_IRR_ID('p','l','y',0),
|
||||
|
||||
//! B3D mesh writer, for static .b3d files
|
||||
EMWT_B3D = MAKE_IRR_ID('b', '3', 'd', 0)
|
||||
};
|
||||
|
||||
|
||||
//! flags configuring mesh writing
|
||||
enum E_MESH_WRITER_FLAGS
|
||||
{
|
||||
//! no writer flags
|
||||
EMWF_NONE = 0,
|
||||
|
||||
//! write lightmap textures out if possible
|
||||
//! Currently not used by any Irrlicht mesh-writer
|
||||
// (Note: User meshwriters can still use it)
|
||||
EMWF_WRITE_LIGHTMAPS = 0x1,
|
||||
|
||||
//! write in a way that consumes less disk space
|
||||
// (Note: Mainly there for user meshwriters)
|
||||
EMWF_WRITE_COMPRESSED = 0x2,
|
||||
|
||||
//! write in binary format rather than text
|
||||
EMWF_WRITE_BINARY = 0x4
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif // __E_MESH_WRITER_ENUMS_H_INCLUDED__
|
||||
|
||||
|
@ -1,47 +1,47 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_PRIMITIVE_TYPES_H_INCLUDED__
|
||||
#define __E_PRIMITIVE_TYPES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! Enumeration for all primitive types there are.
|
||||
enum E_PRIMITIVE_TYPE
|
||||
{
|
||||
//! All vertices are non-connected points.
|
||||
EPT_POINTS=0,
|
||||
|
||||
//! All vertices form a single connected line.
|
||||
EPT_LINE_STRIP,
|
||||
|
||||
//! Just as LINE_STRIP, but the last and the first vertex is also connected.
|
||||
EPT_LINE_LOOP,
|
||||
|
||||
//! Every two vertices are connected creating n/2 lines.
|
||||
EPT_LINES,
|
||||
|
||||
//! After the first two vertices each vertex defines a new triangle.
|
||||
//! Always the two last and the new one form a new triangle.
|
||||
EPT_TRIANGLE_STRIP,
|
||||
|
||||
//! After the first two vertices each vertex defines a new triangle.
|
||||
//! All around the common first vertex.
|
||||
EPT_TRIANGLE_FAN,
|
||||
|
||||
//! Explicitly set all vertices for each triangle.
|
||||
EPT_TRIANGLES,
|
||||
|
||||
//! The single vertices are expanded to quad billboards on the GPU.
|
||||
EPT_POINT_SPRITES
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_PRIMITIVE_TYPES_H_INCLUDED__
|
||||
#define __E_PRIMITIVE_TYPES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! Enumeration for all primitive types there are.
|
||||
enum E_PRIMITIVE_TYPE
|
||||
{
|
||||
//! All vertices are non-connected points.
|
||||
EPT_POINTS=0,
|
||||
|
||||
//! All vertices form a single connected line.
|
||||
EPT_LINE_STRIP,
|
||||
|
||||
//! Just as LINE_STRIP, but the last and the first vertex is also connected.
|
||||
EPT_LINE_LOOP,
|
||||
|
||||
//! Every two vertices are connected creating n/2 lines.
|
||||
EPT_LINES,
|
||||
|
||||
//! After the first two vertices each vertex defines a new triangle.
|
||||
//! Always the two last and the new one form a new triangle.
|
||||
EPT_TRIANGLE_STRIP,
|
||||
|
||||
//! After the first two vertices each vertex defines a new triangle.
|
||||
//! All around the common first vertex.
|
||||
EPT_TRIANGLE_FAN,
|
||||
|
||||
//! Explicitly set all vertices for each triangle.
|
||||
EPT_TRIANGLES,
|
||||
|
||||
//! The single vertices are expanded to quad billboards on the GPU.
|
||||
EPT_POINT_SPRITES
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,34 +1,34 @@
|
||||
// Copyright (C) Michael Zeilfelder
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_READ_FILE_TYPES_H_INCLUDED__
|
||||
#define __E_READ_FILE_TYPES_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! An enumeration for different class types implementing IReadFile
|
||||
enum EREAD_FILE_TYPE
|
||||
{
|
||||
//! CReadFile
|
||||
ERFT_READ_FILE = MAKE_IRR_ID('r','e','a','d'),
|
||||
|
||||
//! CMemoryReadFile
|
||||
ERFT_MEMORY_READ_FILE = MAKE_IRR_ID('r','m','e','m'),
|
||||
|
||||
//! CLimitReadFile
|
||||
ERFT_LIMIT_READ_FILE = MAKE_IRR_ID('r','l','i','m'),
|
||||
|
||||
//! Unknown type
|
||||
EFIT_UNKNOWN = MAKE_IRR_ID('u','n','k','n')
|
||||
};
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
// Copyright (C) Michael Zeilfelder
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_READ_FILE_TYPES_H_INCLUDED__
|
||||
#define __E_READ_FILE_TYPES_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! An enumeration for different class types implementing IReadFile
|
||||
enum EREAD_FILE_TYPE
|
||||
{
|
||||
//! CReadFile
|
||||
ERFT_READ_FILE = MAKE_IRR_ID('r','e','a','d'),
|
||||
|
||||
//! CMemoryReadFile
|
||||
ERFT_MEMORY_READ_FILE = MAKE_IRR_ID('r','m','e','m'),
|
||||
|
||||
//! CLimitReadFile
|
||||
ERFT_LIMIT_READ_FILE = MAKE_IRR_ID('r','l','i','m'),
|
||||
|
||||
//! Unknown type
|
||||
EFIT_UNKNOWN = MAKE_IRR_ID('u','n','k','n')
|
||||
};
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
@ -1,56 +1,56 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_SCENE_NODE_TYPES_H_INCLUDED__
|
||||
#define __E_SCENE_NODE_TYPES_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! An enumeration for all types of built-in scene nodes
|
||||
/** A scene node type is represented by a four character code
|
||||
such as 'cube' or 'mesh' instead of simple numbers, to avoid
|
||||
name clashes with external scene nodes.*/
|
||||
enum ESCENE_NODE_TYPE
|
||||
{
|
||||
//! of type CSceneManager (note that ISceneManager is not(!) an ISceneNode)
|
||||
ESNT_SCENE_MANAGER = MAKE_IRR_ID('s','m','n','g'),
|
||||
|
||||
//! Mesh Scene Node
|
||||
ESNT_MESH = MAKE_IRR_ID('m','e','s','h'),
|
||||
|
||||
//! Empty Scene Node
|
||||
ESNT_EMPTY = MAKE_IRR_ID('e','m','t','y'),
|
||||
|
||||
//! Dummy Transformation Scene Node
|
||||
ESNT_DUMMY_TRANSFORMATION = MAKE_IRR_ID('d','m','m','y'),
|
||||
|
||||
//! Camera Scene Node
|
||||
ESNT_CAMERA = MAKE_IRR_ID('c','a','m','_'),
|
||||
|
||||
//! Billboard Scene Node
|
||||
ESNT_BILLBOARD = MAKE_IRR_ID('b','i','l','l'),
|
||||
|
||||
//! Animated Mesh Scene Node
|
||||
ESNT_ANIMATED_MESH = MAKE_IRR_ID('a','m','s','h'),
|
||||
|
||||
//! Unknown scene node
|
||||
ESNT_UNKNOWN = MAKE_IRR_ID('u','n','k','n'),
|
||||
|
||||
//! Will match with any scene node when checking types
|
||||
ESNT_ANY = MAKE_IRR_ID('a','n','y','_')
|
||||
};
|
||||
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __E_SCENE_NODE_TYPES_H_INCLUDED__
|
||||
#define __E_SCENE_NODE_TYPES_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! An enumeration for all types of built-in scene nodes
|
||||
/** A scene node type is represented by a four character code
|
||||
such as 'cube' or 'mesh' instead of simple numbers, to avoid
|
||||
name clashes with external scene nodes.*/
|
||||
enum ESCENE_NODE_TYPE
|
||||
{
|
||||
//! of type CSceneManager (note that ISceneManager is not(!) an ISceneNode)
|
||||
ESNT_SCENE_MANAGER = MAKE_IRR_ID('s','m','n','g'),
|
||||
|
||||
//! Mesh Scene Node
|
||||
ESNT_MESH = MAKE_IRR_ID('m','e','s','h'),
|
||||
|
||||
//! Empty Scene Node
|
||||
ESNT_EMPTY = MAKE_IRR_ID('e','m','t','y'),
|
||||
|
||||
//! Dummy Transformation Scene Node
|
||||
ESNT_DUMMY_TRANSFORMATION = MAKE_IRR_ID('d','m','m','y'),
|
||||
|
||||
//! Camera Scene Node
|
||||
ESNT_CAMERA = MAKE_IRR_ID('c','a','m','_'),
|
||||
|
||||
//! Billboard Scene Node
|
||||
ESNT_BILLBOARD = MAKE_IRR_ID('b','i','l','l'),
|
||||
|
||||
//! Animated Mesh Scene Node
|
||||
ESNT_ANIMATED_MESH = MAKE_IRR_ID('a','m','s','h'),
|
||||
|
||||
//! Unknown scene node
|
||||
ESNT_UNKNOWN = MAKE_IRR_ID('u','n','k','n'),
|
||||
|
||||
//! Will match with any scene node when checking types
|
||||
ESNT_ANY = MAKE_IRR_ID('a','n','y','_')
|
||||
};
|
||||
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,90 +1,90 @@
|
||||
#ifndef __E_SHADER_TYPES_H_INCLUDED__
|
||||
#define __E_SHADER_TYPES_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! Compile target enumeration for the addHighLevelShaderMaterial() method.
|
||||
enum E_VERTEX_SHADER_TYPE
|
||||
{
|
||||
EVST_VS_1_1 = 0,
|
||||
EVST_VS_2_0,
|
||||
EVST_VS_2_a,
|
||||
EVST_VS_3_0,
|
||||
EVST_VS_4_0,
|
||||
EVST_VS_4_1,
|
||||
EVST_VS_5_0,
|
||||
|
||||
//! This is not a type, but a value indicating how much types there are.
|
||||
EVST_COUNT
|
||||
};
|
||||
|
||||
//! Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.
|
||||
const c8* const VERTEX_SHADER_TYPE_NAMES[] = {
|
||||
"vs_1_1",
|
||||
"vs_2_0",
|
||||
"vs_2_a",
|
||||
"vs_3_0",
|
||||
"vs_4_0",
|
||||
"vs_4_1",
|
||||
"vs_5_0",
|
||||
0 };
|
||||
|
||||
//! Compile target enumeration for the addHighLevelShaderMaterial() method.
|
||||
enum E_PIXEL_SHADER_TYPE
|
||||
{
|
||||
EPST_PS_1_1 = 0,
|
||||
EPST_PS_1_2,
|
||||
EPST_PS_1_3,
|
||||
EPST_PS_1_4,
|
||||
EPST_PS_2_0,
|
||||
EPST_PS_2_a,
|
||||
EPST_PS_2_b,
|
||||
EPST_PS_3_0,
|
||||
EPST_PS_4_0,
|
||||
EPST_PS_4_1,
|
||||
EPST_PS_5_0,
|
||||
|
||||
//! This is not a type, but a value indicating how much types there are.
|
||||
EPST_COUNT
|
||||
};
|
||||
|
||||
//! Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
|
||||
const c8* const PIXEL_SHADER_TYPE_NAMES[] = {
|
||||
"ps_1_1",
|
||||
"ps_1_2",
|
||||
"ps_1_3",
|
||||
"ps_1_4",
|
||||
"ps_2_0",
|
||||
"ps_2_a",
|
||||
"ps_2_b",
|
||||
"ps_3_0",
|
||||
"ps_4_0",
|
||||
"ps_4_1",
|
||||
"ps_5_0",
|
||||
0 };
|
||||
|
||||
//! Enum for supported geometry shader types
|
||||
enum E_GEOMETRY_SHADER_TYPE
|
||||
{
|
||||
EGST_GS_4_0 = 0,
|
||||
|
||||
//! This is not a type, but a value indicating how much types there are.
|
||||
EGST_COUNT
|
||||
};
|
||||
|
||||
//! String names for supported geometry shader types
|
||||
const c8* const GEOMETRY_SHADER_TYPE_NAMES[] = {
|
||||
"gs_4_0",
|
||||
0 };
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif // __E_SHADER_TYPES_H_INCLUDED__
|
||||
|
||||
#ifndef __E_SHADER_TYPES_H_INCLUDED__
|
||||
#define __E_SHADER_TYPES_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! Compile target enumeration for the addHighLevelShaderMaterial() method.
|
||||
enum E_VERTEX_SHADER_TYPE
|
||||
{
|
||||
EVST_VS_1_1 = 0,
|
||||
EVST_VS_2_0,
|
||||
EVST_VS_2_a,
|
||||
EVST_VS_3_0,
|
||||
EVST_VS_4_0,
|
||||
EVST_VS_4_1,
|
||||
EVST_VS_5_0,
|
||||
|
||||
//! This is not a type, but a value indicating how much types there are.
|
||||
EVST_COUNT
|
||||
};
|
||||
|
||||
//! Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.
|
||||
const c8* const VERTEX_SHADER_TYPE_NAMES[] = {
|
||||
"vs_1_1",
|
||||
"vs_2_0",
|
||||
"vs_2_a",
|
||||
"vs_3_0",
|
||||
"vs_4_0",
|
||||
"vs_4_1",
|
||||
"vs_5_0",
|
||||
0 };
|
||||
|
||||
//! Compile target enumeration for the addHighLevelShaderMaterial() method.
|
||||
enum E_PIXEL_SHADER_TYPE
|
||||
{
|
||||
EPST_PS_1_1 = 0,
|
||||
EPST_PS_1_2,
|
||||
EPST_PS_1_3,
|
||||
EPST_PS_1_4,
|
||||
EPST_PS_2_0,
|
||||
EPST_PS_2_a,
|
||||
EPST_PS_2_b,
|
||||
EPST_PS_3_0,
|
||||
EPST_PS_4_0,
|
||||
EPST_PS_4_1,
|
||||
EPST_PS_5_0,
|
||||
|
||||
//! This is not a type, but a value indicating how much types there are.
|
||||
EPST_COUNT
|
||||
};
|
||||
|
||||
//! Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
|
||||
const c8* const PIXEL_SHADER_TYPE_NAMES[] = {
|
||||
"ps_1_1",
|
||||
"ps_1_2",
|
||||
"ps_1_3",
|
||||
"ps_1_4",
|
||||
"ps_2_0",
|
||||
"ps_2_a",
|
||||
"ps_2_b",
|
||||
"ps_3_0",
|
||||
"ps_4_0",
|
||||
"ps_4_1",
|
||||
"ps_5_0",
|
||||
0 };
|
||||
|
||||
//! Enum for supported geometry shader types
|
||||
enum E_GEOMETRY_SHADER_TYPE
|
||||
{
|
||||
EGST_GS_4_0 = 0,
|
||||
|
||||
//! This is not a type, but a value indicating how much types there are.
|
||||
EGST_COUNT
|
||||
};
|
||||
|
||||
//! String names for supported geometry shader types
|
||||
const c8* const GEOMETRY_SHADER_TYPE_NAMES[] = {
|
||||
"gs_4_0",
|
||||
0 };
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif // __E_SHADER_TYPES_H_INCLUDED__
|
||||
|
||||
|
@ -1,38 +1,38 @@
|
||||
#ifndef __E_VERTEX_ATTRIBUTES_H_INCLUDED__
|
||||
#define __E_VERTEX_ATTRIBUTES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! Enumeration for all vertex attributes there are.
|
||||
enum E_VERTEX_ATTRIBUTES
|
||||
{
|
||||
EVA_POSITION = 0,
|
||||
EVA_NORMAL,
|
||||
EVA_COLOR,
|
||||
EVA_TCOORD0,
|
||||
EVA_TCOORD1,
|
||||
EVA_TANGENT,
|
||||
EVA_BINORMAL,
|
||||
EVA_COUNT
|
||||
};
|
||||
|
||||
//! Array holding the built in vertex attribute names
|
||||
const char* const sBuiltInVertexAttributeNames[] =
|
||||
{
|
||||
"inVertexPosition",
|
||||
"inVertexNormal",
|
||||
"inVertexColor",
|
||||
"inTexCoord0",
|
||||
"inTexCoord1",
|
||||
"inVertexTangent",
|
||||
"inVertexBinormal",
|
||||
0
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#ifndef __E_VERTEX_ATTRIBUTES_H_INCLUDED__
|
||||
#define __E_VERTEX_ATTRIBUTES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! Enumeration for all vertex attributes there are.
|
||||
enum E_VERTEX_ATTRIBUTES
|
||||
{
|
||||
EVA_POSITION = 0,
|
||||
EVA_NORMAL,
|
||||
EVA_COLOR,
|
||||
EVA_TCOORD0,
|
||||
EVA_TCOORD1,
|
||||
EVA_TANGENT,
|
||||
EVA_BINORMAL,
|
||||
EVA_COUNT
|
||||
};
|
||||
|
||||
//! Array holding the built in vertex attribute names
|
||||
const char* const sBuiltInVertexAttributeNames[] =
|
||||
{
|
||||
"inVertexPosition",
|
||||
"inVertexNormal",
|
||||
"inVertexColor",
|
||||
"inTexCoord0",
|
||||
"inTexCoord1",
|
||||
"inVertexTangent",
|
||||
"inVertexBinormal",
|
||||
0
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif //__E_VERTEX_ATTRIBUTES_H_INCLUDED__
|
@ -1,74 +1,74 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_ANIMATED_MESH_H_INCLUDED__
|
||||
#define __I_ANIMATED_MESH_H_INCLUDED__
|
||||
|
||||
#include "aabbox3d.h"
|
||||
#include "IMesh.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Interface for an animated mesh.
|
||||
/** There are already simple implementations of this interface available so
|
||||
you don't have to implement this interface on your own if you need to:
|
||||
You might want to use irr::scene::SAnimatedMesh, irr::scene::SMesh,
|
||||
irr::scene::SMeshBuffer etc. */
|
||||
class IAnimatedMesh : public IMesh
|
||||
{
|
||||
public:
|
||||
|
||||
//! Gets the frame count of the animated mesh.
|
||||
/** Note that the play-time is usually getFrameCount()-1 as it stops as soon as the last frame-key is reached.
|
||||
\return The amount of frames. If the amount is 1,
|
||||
it is a static, non animated mesh. */
|
||||
virtual u32 getFrameCount() const = 0;
|
||||
|
||||
//! Gets the animation speed of the animated mesh.
|
||||
/** \return The number of frames per second to play the
|
||||
animation with by default. If the amount is 0,
|
||||
it is a static, non animated mesh. */
|
||||
virtual f32 getAnimationSpeed() const = 0;
|
||||
|
||||
//! Sets the animation speed of the animated mesh.
|
||||
/** \param fps Number of frames per second to play the
|
||||
animation with by default. If the amount is 0,
|
||||
it is not animated. The actual speed is set in the
|
||||
scene node the mesh is instantiated in.*/
|
||||
virtual void setAnimationSpeed(f32 fps) =0;
|
||||
|
||||
//! Returns the IMesh interface for a frame.
|
||||
/** \param frame: Frame number as zero based index. The maximum
|
||||
frame number is getFrameCount() - 1;
|
||||
\param detailLevel: Level of detail. 0 is the lowest, 255 the
|
||||
highest level of detail. Most meshes will ignore the detail level.
|
||||
\param startFrameLoop: Because some animated meshes (.MD2) are
|
||||
blended between 2 static frames, and maybe animated in a loop,
|
||||
the startFrameLoop and the endFrameLoop have to be defined, to
|
||||
prevent the animation to be blended between frames which are
|
||||
outside of this loop.
|
||||
If startFrameLoop and endFrameLoop are both -1, they are ignored.
|
||||
\param endFrameLoop: see startFrameLoop.
|
||||
\return Returns the animated mesh based on a detail level. */
|
||||
virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) = 0;
|
||||
|
||||
//! Returns the type of the animated mesh.
|
||||
/** In most cases it is not necessary to use this method.
|
||||
This is useful for making a safe downcast. For example,
|
||||
if getMeshType() returns EAMT_MD2 it's safe to cast the
|
||||
IAnimatedMesh to IAnimatedMeshMD2.
|
||||
\returns Type of the mesh. */
|
||||
E_ANIMATED_MESH_TYPE getMeshType() const override
|
||||
{
|
||||
return EAMT_UNKNOWN;
|
||||
}
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_ANIMATED_MESH_H_INCLUDED__
|
||||
#define __I_ANIMATED_MESH_H_INCLUDED__
|
||||
|
||||
#include "aabbox3d.h"
|
||||
#include "IMesh.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Interface for an animated mesh.
|
||||
/** There are already simple implementations of this interface available so
|
||||
you don't have to implement this interface on your own if you need to:
|
||||
You might want to use irr::scene::SAnimatedMesh, irr::scene::SMesh,
|
||||
irr::scene::SMeshBuffer etc. */
|
||||
class IAnimatedMesh : public IMesh
|
||||
{
|
||||
public:
|
||||
|
||||
//! Gets the frame count of the animated mesh.
|
||||
/** Note that the play-time is usually getFrameCount()-1 as it stops as soon as the last frame-key is reached.
|
||||
\return The amount of frames. If the amount is 1,
|
||||
it is a static, non animated mesh. */
|
||||
virtual u32 getFrameCount() const = 0;
|
||||
|
||||
//! Gets the animation speed of the animated mesh.
|
||||
/** \return The number of frames per second to play the
|
||||
animation with by default. If the amount is 0,
|
||||
it is a static, non animated mesh. */
|
||||
virtual f32 getAnimationSpeed() const = 0;
|
||||
|
||||
//! Sets the animation speed of the animated mesh.
|
||||
/** \param fps Number of frames per second to play the
|
||||
animation with by default. If the amount is 0,
|
||||
it is not animated. The actual speed is set in the
|
||||
scene node the mesh is instantiated in.*/
|
||||
virtual void setAnimationSpeed(f32 fps) =0;
|
||||
|
||||
//! Returns the IMesh interface for a frame.
|
||||
/** \param frame: Frame number as zero based index. The maximum
|
||||
frame number is getFrameCount() - 1;
|
||||
\param detailLevel: Level of detail. 0 is the lowest, 255 the
|
||||
highest level of detail. Most meshes will ignore the detail level.
|
||||
\param startFrameLoop: Because some animated meshes (.MD2) are
|
||||
blended between 2 static frames, and maybe animated in a loop,
|
||||
the startFrameLoop and the endFrameLoop have to be defined, to
|
||||
prevent the animation to be blended between frames which are
|
||||
outside of this loop.
|
||||
If startFrameLoop and endFrameLoop are both -1, they are ignored.
|
||||
\param endFrameLoop: see startFrameLoop.
|
||||
\return Returns the animated mesh based on a detail level. */
|
||||
virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) = 0;
|
||||
|
||||
//! Returns the type of the animated mesh.
|
||||
/** In most cases it is not necessary to use this method.
|
||||
This is useful for making a safe downcast. For example,
|
||||
if getMeshType() returns EAMT_MD2 it's safe to cast the
|
||||
IAnimatedMesh to IAnimatedMeshMD2.
|
||||
\returns Type of the mesh. */
|
||||
E_ANIMATED_MESH_TYPE getMeshType() const override
|
||||
{
|
||||
return EAMT_UNKNOWN;
|
||||
}
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,177 +1,177 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
|
||||
#define __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
|
||||
|
||||
#include "ISceneNode.h"
|
||||
#include "IBoneSceneNode.h"
|
||||
#include "IAnimatedMesh.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
enum E_JOINT_UPDATE_ON_RENDER
|
||||
{
|
||||
//! do nothing
|
||||
EJUOR_NONE = 0,
|
||||
|
||||
//! get joints positions from the mesh (for attached nodes, etc)
|
||||
EJUOR_READ,
|
||||
|
||||
//! control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )
|
||||
EJUOR_CONTROL
|
||||
};
|
||||
|
||||
|
||||
class IAnimatedMeshSceneNode;
|
||||
|
||||
//! Callback interface for catching events of ended animations.
|
||||
/** Implement this interface and use
|
||||
IAnimatedMeshSceneNode::setAnimationEndCallback to be able to
|
||||
be notified if an animation playback has ended.
|
||||
**/
|
||||
class IAnimationEndCallBack : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Will be called when the animation playback has ended.
|
||||
/** See IAnimatedMeshSceneNode::setAnimationEndCallback for
|
||||
more information.
|
||||
\param node: Node of which the animation has ended. */
|
||||
virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node) = 0;
|
||||
};
|
||||
|
||||
//! Scene node capable of displaying an animated mesh.
|
||||
class IAnimatedMeshSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
IAnimatedMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
||||
const core::vector3df& position = core::vector3df(0,0,0),
|
||||
const core::vector3df& rotation = core::vector3df(0,0,0),
|
||||
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
|
||||
: ISceneNode(parent, mgr, id, position, rotation, scale) {}
|
||||
|
||||
//! Destructor
|
||||
virtual ~IAnimatedMeshSceneNode() {}
|
||||
|
||||
//! Sets the current frame number.
|
||||
/** From now on the animation is played from this frame.
|
||||
\param frame: Number of the frame to let the animation be started from.
|
||||
The frame number must be a valid frame number of the IMesh used by this
|
||||
scene node. Set IAnimatedMesh::getMesh() for details. */
|
||||
virtual void setCurrentFrame(f32 frame) = 0;
|
||||
|
||||
//! Sets the frame numbers between the animation is looped.
|
||||
/** The default is 0 to getFrameCount()-1 of the mesh.
|
||||
Number of played frames is end-start.
|
||||
It interpolates toward the last frame but stops when it is reached.
|
||||
It does not interpolate back to start even when looping.
|
||||
Looping animations should ensure last and first frame-key are identical.
|
||||
\param begin: Start frame number of the loop.
|
||||
\param end: End frame number of the loop.
|
||||
\return True if successful, false if not. */
|
||||
virtual bool setFrameLoop(s32 begin, s32 end) = 0;
|
||||
|
||||
//! Sets the speed with which the animation is played.
|
||||
/** \param framesPerSecond: Frames per second played. */
|
||||
virtual void setAnimationSpeed(f32 framesPerSecond) = 0;
|
||||
|
||||
//! Gets the speed with which the animation is played.
|
||||
/** \return Frames per second played. */
|
||||
virtual f32 getAnimationSpeed() const =0;
|
||||
|
||||
//! Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).
|
||||
/** With this method it is possible to attach scene nodes to
|
||||
joints for example possible to attach a weapon to the left hand
|
||||
of an animated model. This example shows how:
|
||||
\code
|
||||
ISceneNode* hand =
|
||||
yourAnimatedMeshSceneNode->getJointNode("LeftHand");
|
||||
hand->addChild(weaponSceneNode);
|
||||
\endcode
|
||||
Please note that the joint returned by this method may not exist
|
||||
before this call and the joints in the node were created by it.
|
||||
\param jointName: Name of the joint.
|
||||
\return Pointer to the scene node which represents the joint
|
||||
with the specified name. Returns 0 if the contained mesh is not
|
||||
an skinned mesh or the name of the joint could not be found. */
|
||||
virtual IBoneSceneNode* getJointNode(const c8* jointName)=0;
|
||||
|
||||
//! same as getJointNode(const c8* jointName), but based on id
|
||||
virtual IBoneSceneNode* getJointNode(u32 jointID) = 0;
|
||||
|
||||
//! Gets joint count.
|
||||
/** \return Amount of joints in the mesh. */
|
||||
virtual u32 getJointCount() const = 0;
|
||||
|
||||
//! Returns the currently displayed frame number.
|
||||
virtual f32 getFrameNr() const = 0;
|
||||
//! Returns the current start frame number.
|
||||
virtual s32 getStartFrame() const = 0;
|
||||
//! Returns the current end frame number.
|
||||
virtual s32 getEndFrame() const = 0;
|
||||
|
||||
//! Sets looping mode which is on by default.
|
||||
/** If set to false, animations will not be played looped. */
|
||||
virtual void setLoopMode(bool playAnimationLooped) = 0;
|
||||
|
||||
//! returns the current loop mode
|
||||
/** When true the animations are played looped */
|
||||
virtual bool getLoopMode() const = 0;
|
||||
|
||||
//! Sets a callback interface which will be called if an animation playback has ended.
|
||||
/** Set this to 0 to disable the callback again.
|
||||
Please note that this will only be called when in non looped
|
||||
mode, see IAnimatedMeshSceneNode::setLoopMode(). */
|
||||
virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0) = 0;
|
||||
|
||||
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
|
||||
/** In this way it is possible to change the materials a mesh
|
||||
causing all mesh scene nodes referencing this mesh to change
|
||||
too. */
|
||||
virtual void setReadOnlyMaterials(bool readonly) = 0;
|
||||
|
||||
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
|
||||
virtual bool isReadOnlyMaterials() const = 0;
|
||||
|
||||
//! Sets a new mesh
|
||||
virtual void setMesh(IAnimatedMesh* mesh) = 0;
|
||||
|
||||
//! Returns the current mesh
|
||||
virtual IAnimatedMesh* getMesh(void) = 0;
|
||||
|
||||
//! Set how the joints should be updated on render
|
||||
virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0;
|
||||
|
||||
//! Sets the transition time in seconds
|
||||
/** Note: This needs to enable joints, and setJointmode set to
|
||||
EJUOR_CONTROL. You must call animateJoints(), or the mesh will
|
||||
not animate. */
|
||||
virtual void setTransitionTime(f32 Time) =0;
|
||||
|
||||
//! animates the joints in the mesh based on the current frame.
|
||||
/** Also takes in to account transitions. */
|
||||
virtual void animateJoints(bool CalculateAbsolutePositions=true) = 0;
|
||||
|
||||
//! render mesh ignoring its transformation.
|
||||
/** Culling is unaffected. */
|
||||
virtual void setRenderFromIdentity( bool On )=0;
|
||||
|
||||
//! Creates a clone of this scene node and its children.
|
||||
/** \param newParent An optional new parent.
|
||||
\param newManager An optional new scene manager.
|
||||
\return The newly created clone of this node. */
|
||||
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) = 0;
|
||||
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
|
||||
#define __I_ANIMATED_MESH_SCENE_NODE_H_INCLUDED__
|
||||
|
||||
#include "ISceneNode.h"
|
||||
#include "IBoneSceneNode.h"
|
||||
#include "IAnimatedMesh.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
enum E_JOINT_UPDATE_ON_RENDER
|
||||
{
|
||||
//! do nothing
|
||||
EJUOR_NONE = 0,
|
||||
|
||||
//! get joints positions from the mesh (for attached nodes, etc)
|
||||
EJUOR_READ,
|
||||
|
||||
//! control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )
|
||||
EJUOR_CONTROL
|
||||
};
|
||||
|
||||
|
||||
class IAnimatedMeshSceneNode;
|
||||
|
||||
//! Callback interface for catching events of ended animations.
|
||||
/** Implement this interface and use
|
||||
IAnimatedMeshSceneNode::setAnimationEndCallback to be able to
|
||||
be notified if an animation playback has ended.
|
||||
**/
|
||||
class IAnimationEndCallBack : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Will be called when the animation playback has ended.
|
||||
/** See IAnimatedMeshSceneNode::setAnimationEndCallback for
|
||||
more information.
|
||||
\param node: Node of which the animation has ended. */
|
||||
virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node) = 0;
|
||||
};
|
||||
|
||||
//! Scene node capable of displaying an animated mesh.
|
||||
class IAnimatedMeshSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
IAnimatedMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
||||
const core::vector3df& position = core::vector3df(0,0,0),
|
||||
const core::vector3df& rotation = core::vector3df(0,0,0),
|
||||
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
|
||||
: ISceneNode(parent, mgr, id, position, rotation, scale) {}
|
||||
|
||||
//! Destructor
|
||||
virtual ~IAnimatedMeshSceneNode() {}
|
||||
|
||||
//! Sets the current frame number.
|
||||
/** From now on the animation is played from this frame.
|
||||
\param frame: Number of the frame to let the animation be started from.
|
||||
The frame number must be a valid frame number of the IMesh used by this
|
||||
scene node. Set IAnimatedMesh::getMesh() for details. */
|
||||
virtual void setCurrentFrame(f32 frame) = 0;
|
||||
|
||||
//! Sets the frame numbers between the animation is looped.
|
||||
/** The default is 0 to getFrameCount()-1 of the mesh.
|
||||
Number of played frames is end-start.
|
||||
It interpolates toward the last frame but stops when it is reached.
|
||||
It does not interpolate back to start even when looping.
|
||||
Looping animations should ensure last and first frame-key are identical.
|
||||
\param begin: Start frame number of the loop.
|
||||
\param end: End frame number of the loop.
|
||||
\return True if successful, false if not. */
|
||||
virtual bool setFrameLoop(s32 begin, s32 end) = 0;
|
||||
|
||||
//! Sets the speed with which the animation is played.
|
||||
/** \param framesPerSecond: Frames per second played. */
|
||||
virtual void setAnimationSpeed(f32 framesPerSecond) = 0;
|
||||
|
||||
//! Gets the speed with which the animation is played.
|
||||
/** \return Frames per second played. */
|
||||
virtual f32 getAnimationSpeed() const =0;
|
||||
|
||||
//! Get a pointer to a joint in the mesh (if the mesh is a bone based mesh).
|
||||
/** With this method it is possible to attach scene nodes to
|
||||
joints for example possible to attach a weapon to the left hand
|
||||
of an animated model. This example shows how:
|
||||
\code
|
||||
ISceneNode* hand =
|
||||
yourAnimatedMeshSceneNode->getJointNode("LeftHand");
|
||||
hand->addChild(weaponSceneNode);
|
||||
\endcode
|
||||
Please note that the joint returned by this method may not exist
|
||||
before this call and the joints in the node were created by it.
|
||||
\param jointName: Name of the joint.
|
||||
\return Pointer to the scene node which represents the joint
|
||||
with the specified name. Returns 0 if the contained mesh is not
|
||||
an skinned mesh or the name of the joint could not be found. */
|
||||
virtual IBoneSceneNode* getJointNode(const c8* jointName)=0;
|
||||
|
||||
//! same as getJointNode(const c8* jointName), but based on id
|
||||
virtual IBoneSceneNode* getJointNode(u32 jointID) = 0;
|
||||
|
||||
//! Gets joint count.
|
||||
/** \return Amount of joints in the mesh. */
|
||||
virtual u32 getJointCount() const = 0;
|
||||
|
||||
//! Returns the currently displayed frame number.
|
||||
virtual f32 getFrameNr() const = 0;
|
||||
//! Returns the current start frame number.
|
||||
virtual s32 getStartFrame() const = 0;
|
||||
//! Returns the current end frame number.
|
||||
virtual s32 getEndFrame() const = 0;
|
||||
|
||||
//! Sets looping mode which is on by default.
|
||||
/** If set to false, animations will not be played looped. */
|
||||
virtual void setLoopMode(bool playAnimationLooped) = 0;
|
||||
|
||||
//! returns the current loop mode
|
||||
/** When true the animations are played looped */
|
||||
virtual bool getLoopMode() const = 0;
|
||||
|
||||
//! Sets a callback interface which will be called if an animation playback has ended.
|
||||
/** Set this to 0 to disable the callback again.
|
||||
Please note that this will only be called when in non looped
|
||||
mode, see IAnimatedMeshSceneNode::setLoopMode(). */
|
||||
virtual void setAnimationEndCallback(IAnimationEndCallBack* callback=0) = 0;
|
||||
|
||||
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
|
||||
/** In this way it is possible to change the materials a mesh
|
||||
causing all mesh scene nodes referencing this mesh to change
|
||||
too. */
|
||||
virtual void setReadOnlyMaterials(bool readonly) = 0;
|
||||
|
||||
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
|
||||
virtual bool isReadOnlyMaterials() const = 0;
|
||||
|
||||
//! Sets a new mesh
|
||||
virtual void setMesh(IAnimatedMesh* mesh) = 0;
|
||||
|
||||
//! Returns the current mesh
|
||||
virtual IAnimatedMesh* getMesh(void) = 0;
|
||||
|
||||
//! Set how the joints should be updated on render
|
||||
virtual void setJointMode(E_JOINT_UPDATE_ON_RENDER mode)=0;
|
||||
|
||||
//! Sets the transition time in seconds
|
||||
/** Note: This needs to enable joints, and setJointmode set to
|
||||
EJUOR_CONTROL. You must call animateJoints(), or the mesh will
|
||||
not animate. */
|
||||
virtual void setTransitionTime(f32 Time) =0;
|
||||
|
||||
//! animates the joints in the mesh based on the current frame.
|
||||
/** Also takes in to account transitions. */
|
||||
virtual void animateJoints(bool CalculateAbsolutePositions=true) = 0;
|
||||
|
||||
//! render mesh ignoring its transformation.
|
||||
/** Culling is unaffected. */
|
||||
virtual void setRenderFromIdentity( bool On )=0;
|
||||
|
||||
//! Creates a clone of this scene node and its children.
|
||||
/** \param newParent An optional new parent.
|
||||
\param newManager An optional new scene manager.
|
||||
\return The newly created clone of this node. */
|
||||
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) = 0;
|
||||
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,157 +1,157 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_ATTRIBUTES_H_INCLUDED__
|
||||
#define __I_ATTRIBUTES_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "SColor.h"
|
||||
#include "vector3d.h"
|
||||
#include "vector2d.h"
|
||||
#include "line2d.h"
|
||||
#include "line3d.h"
|
||||
#include "triangle3d.h"
|
||||
#include "position2d.h"
|
||||
#include "rect.h"
|
||||
#include "dimension2d.h"
|
||||
#include "matrix4.h"
|
||||
#include "quaternion.h"
|
||||
#include "plane3d.h"
|
||||
#include "triangle3d.h"
|
||||
#include "line2d.h"
|
||||
#include "line3d.h"
|
||||
#include "irrString.h"
|
||||
#include "irrArray.h"
|
||||
#include "EAttributes.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! Provides a generic interface for attributes and their values and the possibility to serialize them
|
||||
class IAttributes : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Returns amount of attributes in this collection of attributes.
|
||||
virtual u32 getAttributeCount() const = 0;
|
||||
|
||||
//! Returns attribute name by index.
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
virtual const c8* getAttributeName(s32 index) const = 0;
|
||||
|
||||
//! Returns the type of an attribute
|
||||
//! \param attributeName: Name for the attribute
|
||||
virtual E_ATTRIBUTE_TYPE getAttributeType(const c8* attributeName) const = 0;
|
||||
|
||||
//! Returns attribute type by index.
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
virtual E_ATTRIBUTE_TYPE getAttributeType(s32 index) const = 0;
|
||||
|
||||
//! Returns the type string of the attribute
|
||||
//! \param attributeName: String for the attribute type
|
||||
//! \param defaultNotFound Value returned when attributeName was not found
|
||||
virtual const wchar_t* getAttributeTypeString(const c8* attributeName, const wchar_t* defaultNotFound = L"unknown") const = 0;
|
||||
|
||||
//! Returns the type string of the attribute by index.
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
//! \param defaultNotFound Value returned for an invalid index
|
||||
virtual const wchar_t* getAttributeTypeString(s32 index, const wchar_t* defaultNotFound = L"unknown") const = 0;
|
||||
|
||||
//! Returns if an attribute with a name exists
|
||||
virtual bool existsAttribute(const c8* attributeName) const = 0;
|
||||
|
||||
//! Returns attribute index from name, -1 if not found
|
||||
virtual s32 findAttribute(const c8* attributeName) const = 0;
|
||||
|
||||
//! Removes all attributes
|
||||
virtual void clear() = 0;
|
||||
|
||||
|
||||
/*
|
||||
|
||||
Integer Attribute
|
||||
|
||||
*/
|
||||
|
||||
//! Adds an attribute as integer
|
||||
virtual void addInt(const c8* attributeName, s32 value) = 0;
|
||||
|
||||
//! Sets an attribute as integer value
|
||||
virtual void setAttribute(const c8* attributeName, s32 value) = 0;
|
||||
|
||||
//! Gets an attribute as integer value
|
||||
//! \param attributeName: Name of the attribute to get.
|
||||
//! \param defaultNotFound Value returned when attributeName was not found
|
||||
//! \return Returns value of the attribute previously set by setAttribute()
|
||||
virtual s32 getAttributeAsInt(const c8* attributeName, irr::s32 defaultNotFound=0) const = 0;
|
||||
|
||||
//! Gets an attribute as integer value
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
virtual s32 getAttributeAsInt(s32 index) const = 0;
|
||||
|
||||
//! Sets an attribute as integer value
|
||||
virtual void setAttribute(s32 index, s32 value) = 0;
|
||||
|
||||
/*
|
||||
|
||||
Float Attribute
|
||||
|
||||
*/
|
||||
|
||||
//! Adds an attribute as float
|
||||
virtual void addFloat(const c8* attributeName, f32 value) = 0;
|
||||
|
||||
//! Sets a attribute as float value
|
||||
virtual void setAttribute(const c8* attributeName, f32 value) = 0;
|
||||
|
||||
//! Gets an attribute as float value
|
||||
//! \param attributeName: Name of the attribute to get.
|
||||
//! \param defaultNotFound Value returned when attributeName was not found
|
||||
//! \return Returns value of the attribute previously set by setAttribute()
|
||||
virtual f32 getAttributeAsFloat(const c8* attributeName, irr::f32 defaultNotFound=0.f) const = 0;
|
||||
|
||||
//! Gets an attribute as float value
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
virtual f32 getAttributeAsFloat(s32 index) const = 0;
|
||||
|
||||
//! Sets an attribute as float value
|
||||
virtual void setAttribute(s32 index, f32 value) = 0;
|
||||
|
||||
|
||||
/*
|
||||
Bool Attribute
|
||||
*/
|
||||
|
||||
//! Adds an attribute as bool
|
||||
virtual void addBool(const c8* attributeName, bool value) = 0;
|
||||
|
||||
//! Sets an attribute as boolean value
|
||||
virtual void setAttribute(const c8* attributeName, bool value) = 0;
|
||||
|
||||
//! Gets an attribute as boolean value
|
||||
//! \param attributeName: Name of the attribute to get.
|
||||
//! \param defaultNotFound Value returned when attributeName was not found
|
||||
//! \return Returns value of the attribute previously set by setAttribute()
|
||||
virtual bool getAttributeAsBool(const c8* attributeName, bool defaultNotFound=false) const = 0;
|
||||
|
||||
//! Gets an attribute as boolean value
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
virtual bool getAttributeAsBool(s32 index) const = 0;
|
||||
|
||||
//! Sets an attribute as boolean value
|
||||
virtual void setAttribute(s32 index, bool value) = 0;
|
||||
|
||||
};
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_ATTRIBUTES_H_INCLUDED__
|
||||
#define __I_ATTRIBUTES_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "SColor.h"
|
||||
#include "vector3d.h"
|
||||
#include "vector2d.h"
|
||||
#include "line2d.h"
|
||||
#include "line3d.h"
|
||||
#include "triangle3d.h"
|
||||
#include "position2d.h"
|
||||
#include "rect.h"
|
||||
#include "dimension2d.h"
|
||||
#include "matrix4.h"
|
||||
#include "quaternion.h"
|
||||
#include "plane3d.h"
|
||||
#include "triangle3d.h"
|
||||
#include "line2d.h"
|
||||
#include "line3d.h"
|
||||
#include "irrString.h"
|
||||
#include "irrArray.h"
|
||||
#include "EAttributes.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! Provides a generic interface for attributes and their values and the possibility to serialize them
|
||||
class IAttributes : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Returns amount of attributes in this collection of attributes.
|
||||
virtual u32 getAttributeCount() const = 0;
|
||||
|
||||
//! Returns attribute name by index.
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
virtual const c8* getAttributeName(s32 index) const = 0;
|
||||
|
||||
//! Returns the type of an attribute
|
||||
//! \param attributeName: Name for the attribute
|
||||
virtual E_ATTRIBUTE_TYPE getAttributeType(const c8* attributeName) const = 0;
|
||||
|
||||
//! Returns attribute type by index.
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
virtual E_ATTRIBUTE_TYPE getAttributeType(s32 index) const = 0;
|
||||
|
||||
//! Returns the type string of the attribute
|
||||
//! \param attributeName: String for the attribute type
|
||||
//! \param defaultNotFound Value returned when attributeName was not found
|
||||
virtual const wchar_t* getAttributeTypeString(const c8* attributeName, const wchar_t* defaultNotFound = L"unknown") const = 0;
|
||||
|
||||
//! Returns the type string of the attribute by index.
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
//! \param defaultNotFound Value returned for an invalid index
|
||||
virtual const wchar_t* getAttributeTypeString(s32 index, const wchar_t* defaultNotFound = L"unknown") const = 0;
|
||||
|
||||
//! Returns if an attribute with a name exists
|
||||
virtual bool existsAttribute(const c8* attributeName) const = 0;
|
||||
|
||||
//! Returns attribute index from name, -1 if not found
|
||||
virtual s32 findAttribute(const c8* attributeName) const = 0;
|
||||
|
||||
//! Removes all attributes
|
||||
virtual void clear() = 0;
|
||||
|
||||
|
||||
/*
|
||||
|
||||
Integer Attribute
|
||||
|
||||
*/
|
||||
|
||||
//! Adds an attribute as integer
|
||||
virtual void addInt(const c8* attributeName, s32 value) = 0;
|
||||
|
||||
//! Sets an attribute as integer value
|
||||
virtual void setAttribute(const c8* attributeName, s32 value) = 0;
|
||||
|
||||
//! Gets an attribute as integer value
|
||||
//! \param attributeName: Name of the attribute to get.
|
||||
//! \param defaultNotFound Value returned when attributeName was not found
|
||||
//! \return Returns value of the attribute previously set by setAttribute()
|
||||
virtual s32 getAttributeAsInt(const c8* attributeName, irr::s32 defaultNotFound=0) const = 0;
|
||||
|
||||
//! Gets an attribute as integer value
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
virtual s32 getAttributeAsInt(s32 index) const = 0;
|
||||
|
||||
//! Sets an attribute as integer value
|
||||
virtual void setAttribute(s32 index, s32 value) = 0;
|
||||
|
||||
/*
|
||||
|
||||
Float Attribute
|
||||
|
||||
*/
|
||||
|
||||
//! Adds an attribute as float
|
||||
virtual void addFloat(const c8* attributeName, f32 value) = 0;
|
||||
|
||||
//! Sets a attribute as float value
|
||||
virtual void setAttribute(const c8* attributeName, f32 value) = 0;
|
||||
|
||||
//! Gets an attribute as float value
|
||||
//! \param attributeName: Name of the attribute to get.
|
||||
//! \param defaultNotFound Value returned when attributeName was not found
|
||||
//! \return Returns value of the attribute previously set by setAttribute()
|
||||
virtual f32 getAttributeAsFloat(const c8* attributeName, irr::f32 defaultNotFound=0.f) const = 0;
|
||||
|
||||
//! Gets an attribute as float value
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
virtual f32 getAttributeAsFloat(s32 index) const = 0;
|
||||
|
||||
//! Sets an attribute as float value
|
||||
virtual void setAttribute(s32 index, f32 value) = 0;
|
||||
|
||||
|
||||
/*
|
||||
Bool Attribute
|
||||
*/
|
||||
|
||||
//! Adds an attribute as bool
|
||||
virtual void addBool(const c8* attributeName, bool value) = 0;
|
||||
|
||||
//! Sets an attribute as boolean value
|
||||
virtual void setAttribute(const c8* attributeName, bool value) = 0;
|
||||
|
||||
//! Gets an attribute as boolean value
|
||||
//! \param attributeName: Name of the attribute to get.
|
||||
//! \param defaultNotFound Value returned when attributeName was not found
|
||||
//! \return Returns value of the attribute previously set by setAttribute()
|
||||
virtual bool getAttributeAsBool(const c8* attributeName, bool defaultNotFound=false) const = 0;
|
||||
|
||||
//! Gets an attribute as boolean value
|
||||
//! \param index: Index value, must be between 0 and getAttributeCount()-1.
|
||||
virtual bool getAttributeAsBool(s32 index) const = 0;
|
||||
|
||||
//! Sets an attribute as boolean value
|
||||
virtual void setAttribute(s32 index, bool value) = 0;
|
||||
|
||||
};
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
@ -1,96 +1,96 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_BILLBOARD_SCENE_NODE_H_INCLUDED__
|
||||
#define __I_BILLBOARD_SCENE_NODE_H_INCLUDED__
|
||||
|
||||
#include "ISceneNode.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
class ICameraSceneNode;
|
||||
class IMeshBuffer;
|
||||
|
||||
//! A billboard scene node.
|
||||
/** A billboard is like a 3d sprite: A 2d element,
|
||||
which always looks to the camera. It is usually used for explosions, fire,
|
||||
lensflares, particles and things like that.
|
||||
*/
|
||||
class IBillboardSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
IBillboardSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
||||
const core::vector3df& position = core::vector3df(0,0,0))
|
||||
: ISceneNode(parent, mgr, id, position) {}
|
||||
|
||||
//! Sets the size of the billboard, making it rectangular.
|
||||
virtual void setSize(const core::dimension2d<f32>& size) = 0;
|
||||
|
||||
//! Sets the size of the billboard with independent widths of the bottom and top edges.
|
||||
/** \param[in] height The height of the billboard.
|
||||
\param[in] bottomEdgeWidth The width of the bottom edge of the billboard.
|
||||
\param[in] topEdgeWidth The width of the top edge of the billboard.
|
||||
*/
|
||||
virtual void setSize(f32 height, f32 bottomEdgeWidth, f32 topEdgeWidth) = 0;
|
||||
|
||||
//! Returns the size of the billboard.
|
||||
/** This will return the width of the bottom edge of the billboard.
|
||||
Use getWidths() to retrieve the bottom and top edges independently.
|
||||
\return Size of the billboard.
|
||||
*/
|
||||
virtual const core::dimension2d<f32>& getSize() const = 0;
|
||||
|
||||
//! Gets the size of the the billboard and handles independent top and bottom edge widths correctly.
|
||||
/** \param[out] height The height of the billboard.
|
||||
\param[out] bottomEdgeWidth The width of the bottom edge of the billboard.
|
||||
\param[out] topEdgeWidth The width of the top edge of the billboard.
|
||||
*/
|
||||
virtual void getSize(f32& height, f32& bottomEdgeWidth, f32& topEdgeWidth) const =0;
|
||||
|
||||
//! Set the color of all vertices of the billboard
|
||||
/** \param[in] overallColor Color to set */
|
||||
virtual void setColor(const video::SColor& overallColor) = 0;
|
||||
|
||||
//! Set the color of the top and bottom vertices of the billboard
|
||||
/** \param[in] topColor Color to set the top vertices
|
||||
\param[in] bottomColor Color to set the bottom vertices */
|
||||
virtual void setColor(const video::SColor& topColor,
|
||||
const video::SColor& bottomColor) = 0;
|
||||
|
||||
//! Gets the color of the top and bottom vertices of the billboard
|
||||
/** \param[out] topColor Stores the color of the top vertices
|
||||
\param[out] bottomColor Stores the color of the bottom vertices */
|
||||
virtual void getColor(video::SColor& topColor,
|
||||
video::SColor& bottomColor) const = 0;
|
||||
|
||||
//! Get the real boundingbox used by the billboard, which can depend on the active camera.
|
||||
/** The boundingbox returned will use absolute coordinates.
|
||||
The billboard orients itself toward the camera and some only update in render().
|
||||
So we don't know the real boundingboxes before that. Which would be too late for culling.
|
||||
That is why the usual getBoundingBox will return a "safe" boundingbox which is guaranteed
|
||||
to contain the billboard. While this function can return the real one. */
|
||||
virtual const core::aabbox3d<f32>& getTransformedBillboardBoundingBox(const irr::scene::ICameraSceneNode* camera) = 0;
|
||||
|
||||
//! Get the amount of mesh buffers.
|
||||
/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
|
||||
virtual u32 getMeshBufferCount() const = 0;
|
||||
|
||||
//! Get pointer to a mesh buffer.
|
||||
/** NOTE: Positions and normals of this meshbuffers are re-calculated before rendering.
|
||||
So this is mainly useful to access/modify the uv-coordinates.
|
||||
\param nr: Zero based index of the mesh buffer.
|
||||
\return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */
|
||||
virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_BILLBOARD_SCENE_NODE_H_INCLUDED__
|
||||
#define __I_BILLBOARD_SCENE_NODE_H_INCLUDED__
|
||||
|
||||
#include "ISceneNode.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
class ICameraSceneNode;
|
||||
class IMeshBuffer;
|
||||
|
||||
//! A billboard scene node.
|
||||
/** A billboard is like a 3d sprite: A 2d element,
|
||||
which always looks to the camera. It is usually used for explosions, fire,
|
||||
lensflares, particles and things like that.
|
||||
*/
|
||||
class IBillboardSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
IBillboardSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
||||
const core::vector3df& position = core::vector3df(0,0,0))
|
||||
: ISceneNode(parent, mgr, id, position) {}
|
||||
|
||||
//! Sets the size of the billboard, making it rectangular.
|
||||
virtual void setSize(const core::dimension2d<f32>& size) = 0;
|
||||
|
||||
//! Sets the size of the billboard with independent widths of the bottom and top edges.
|
||||
/** \param[in] height The height of the billboard.
|
||||
\param[in] bottomEdgeWidth The width of the bottom edge of the billboard.
|
||||
\param[in] topEdgeWidth The width of the top edge of the billboard.
|
||||
*/
|
||||
virtual void setSize(f32 height, f32 bottomEdgeWidth, f32 topEdgeWidth) = 0;
|
||||
|
||||
//! Returns the size of the billboard.
|
||||
/** This will return the width of the bottom edge of the billboard.
|
||||
Use getWidths() to retrieve the bottom and top edges independently.
|
||||
\return Size of the billboard.
|
||||
*/
|
||||
virtual const core::dimension2d<f32>& getSize() const = 0;
|
||||
|
||||
//! Gets the size of the the billboard and handles independent top and bottom edge widths correctly.
|
||||
/** \param[out] height The height of the billboard.
|
||||
\param[out] bottomEdgeWidth The width of the bottom edge of the billboard.
|
||||
\param[out] topEdgeWidth The width of the top edge of the billboard.
|
||||
*/
|
||||
virtual void getSize(f32& height, f32& bottomEdgeWidth, f32& topEdgeWidth) const =0;
|
||||
|
||||
//! Set the color of all vertices of the billboard
|
||||
/** \param[in] overallColor Color to set */
|
||||
virtual void setColor(const video::SColor& overallColor) = 0;
|
||||
|
||||
//! Set the color of the top and bottom vertices of the billboard
|
||||
/** \param[in] topColor Color to set the top vertices
|
||||
\param[in] bottomColor Color to set the bottom vertices */
|
||||
virtual void setColor(const video::SColor& topColor,
|
||||
const video::SColor& bottomColor) = 0;
|
||||
|
||||
//! Gets the color of the top and bottom vertices of the billboard
|
||||
/** \param[out] topColor Stores the color of the top vertices
|
||||
\param[out] bottomColor Stores the color of the bottom vertices */
|
||||
virtual void getColor(video::SColor& topColor,
|
||||
video::SColor& bottomColor) const = 0;
|
||||
|
||||
//! Get the real boundingbox used by the billboard, which can depend on the active camera.
|
||||
/** The boundingbox returned will use absolute coordinates.
|
||||
The billboard orients itself toward the camera and some only update in render().
|
||||
So we don't know the real boundingboxes before that. Which would be too late for culling.
|
||||
That is why the usual getBoundingBox will return a "safe" boundingbox which is guaranteed
|
||||
to contain the billboard. While this function can return the real one. */
|
||||
virtual const core::aabbox3d<f32>& getTransformedBillboardBoundingBox(const irr::scene::ICameraSceneNode* camera) = 0;
|
||||
|
||||
//! Get the amount of mesh buffers.
|
||||
/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
|
||||
virtual u32 getMeshBufferCount() const = 0;
|
||||
|
||||
//! Get pointer to a mesh buffer.
|
||||
/** NOTE: Positions and normals of this meshbuffers are re-calculated before rendering.
|
||||
So this is mainly useful to access/modify the uv-coordinates.
|
||||
\param nr: Zero based index of the mesh buffer.
|
||||
\return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */
|
||||
virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,104 +1,104 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_BONE_SCENE_NODE_H_INCLUDED__
|
||||
#define __I_BONE_SCENE_NODE_H_INCLUDED__
|
||||
|
||||
#include "ISceneNode.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! Enumeration for different bone animation modes
|
||||
enum E_BONE_ANIMATION_MODE
|
||||
{
|
||||
//! The bone is usually animated, unless it's parent is not animated
|
||||
EBAM_AUTOMATIC=0,
|
||||
|
||||
//! The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward
|
||||
EBAM_ANIMATED,
|
||||
|
||||
//! The bone is not animated by the skin
|
||||
EBAM_UNANIMATED,
|
||||
|
||||
//! Not an animation mode, just here to count the available modes
|
||||
EBAM_COUNT
|
||||
|
||||
};
|
||||
|
||||
enum E_BONE_SKINNING_SPACE
|
||||
{
|
||||
//! local skinning, standard
|
||||
EBSS_LOCAL=0,
|
||||
|
||||
//! global skinning
|
||||
EBSS_GLOBAL,
|
||||
|
||||
EBSS_COUNT
|
||||
};
|
||||
|
||||
//! Names for bone animation modes
|
||||
const c8* const BoneAnimationModeNames[] =
|
||||
{
|
||||
"automatic",
|
||||
"animated",
|
||||
"unanimated",
|
||||
0,
|
||||
};
|
||||
|
||||
|
||||
//! Interface for bones used for skeletal animation.
|
||||
/** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */
|
||||
class IBoneSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
|
||||
IBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1) :
|
||||
ISceneNode(parent, mgr, id),positionHint(-1),scaleHint(-1),rotationHint(-1) { }
|
||||
|
||||
//! Get the index of the bone
|
||||
virtual u32 getBoneIndex() const = 0;
|
||||
|
||||
//! Sets the animation mode of the bone.
|
||||
/** \return True if successful. (Unused) */
|
||||
virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0;
|
||||
|
||||
//! Gets the current animation mode of the bone
|
||||
virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0;
|
||||
|
||||
//! Get the axis aligned bounding box of this node
|
||||
const core::aabbox3d<f32>& getBoundingBox() const override = 0;
|
||||
|
||||
//! Returns the relative transformation of the scene node.
|
||||
//virtual core::matrix4 getRelativeTransformation() const = 0;
|
||||
|
||||
//! The animation method.
|
||||
void OnAnimate(u32 timeMs) override =0;
|
||||
|
||||
//! The render method.
|
||||
/** Does nothing as bones are not visible. */
|
||||
void render() override { }
|
||||
|
||||
//! How the relative transformation of the bone is used
|
||||
virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) =0;
|
||||
|
||||
//! How the relative transformation of the bone is used
|
||||
virtual E_BONE_SKINNING_SPACE getSkinningSpace() const =0;
|
||||
|
||||
//! Updates the absolute position based on the relative and the parents position
|
||||
virtual void updateAbsolutePositionOfAllChildren()=0;
|
||||
|
||||
s32 positionHint;
|
||||
s32 scaleHint;
|
||||
s32 rotationHint;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_BONE_SCENE_NODE_H_INCLUDED__
|
||||
#define __I_BONE_SCENE_NODE_H_INCLUDED__
|
||||
|
||||
#include "ISceneNode.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! Enumeration for different bone animation modes
|
||||
enum E_BONE_ANIMATION_MODE
|
||||
{
|
||||
//! The bone is usually animated, unless it's parent is not animated
|
||||
EBAM_AUTOMATIC=0,
|
||||
|
||||
//! The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward
|
||||
EBAM_ANIMATED,
|
||||
|
||||
//! The bone is not animated by the skin
|
||||
EBAM_UNANIMATED,
|
||||
|
||||
//! Not an animation mode, just here to count the available modes
|
||||
EBAM_COUNT
|
||||
|
||||
};
|
||||
|
||||
enum E_BONE_SKINNING_SPACE
|
||||
{
|
||||
//! local skinning, standard
|
||||
EBSS_LOCAL=0,
|
||||
|
||||
//! global skinning
|
||||
EBSS_GLOBAL,
|
||||
|
||||
EBSS_COUNT
|
||||
};
|
||||
|
||||
//! Names for bone animation modes
|
||||
const c8* const BoneAnimationModeNames[] =
|
||||
{
|
||||
"automatic",
|
||||
"animated",
|
||||
"unanimated",
|
||||
0,
|
||||
};
|
||||
|
||||
|
||||
//! Interface for bones used for skeletal animation.
|
||||
/** Used with ISkinnedMesh and IAnimatedMeshSceneNode. */
|
||||
class IBoneSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
|
||||
IBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1) :
|
||||
ISceneNode(parent, mgr, id),positionHint(-1),scaleHint(-1),rotationHint(-1) { }
|
||||
|
||||
//! Get the index of the bone
|
||||
virtual u32 getBoneIndex() const = 0;
|
||||
|
||||
//! Sets the animation mode of the bone.
|
||||
/** \return True if successful. (Unused) */
|
||||
virtual bool setAnimationMode(E_BONE_ANIMATION_MODE mode) = 0;
|
||||
|
||||
//! Gets the current animation mode of the bone
|
||||
virtual E_BONE_ANIMATION_MODE getAnimationMode() const = 0;
|
||||
|
||||
//! Get the axis aligned bounding box of this node
|
||||
const core::aabbox3d<f32>& getBoundingBox() const override = 0;
|
||||
|
||||
//! Returns the relative transformation of the scene node.
|
||||
//virtual core::matrix4 getRelativeTransformation() const = 0;
|
||||
|
||||
//! The animation method.
|
||||
void OnAnimate(u32 timeMs) override =0;
|
||||
|
||||
//! The render method.
|
||||
/** Does nothing as bones are not visible. */
|
||||
void render() override { }
|
||||
|
||||
//! How the relative transformation of the bone is used
|
||||
virtual void setSkinningSpace( E_BONE_SKINNING_SPACE space ) =0;
|
||||
|
||||
//! How the relative transformation of the bone is used
|
||||
virtual E_BONE_SKINNING_SPACE getSkinningSpace() const =0;
|
||||
|
||||
//! Updates the absolute position based on the relative and the parents position
|
||||
virtual void updateAbsolutePositionOfAllChildren()=0;
|
||||
|
||||
s32 positionHint;
|
||||
s32 scaleHint;
|
||||
s32 rotationHint;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,189 +1,189 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_CAMERA_SCENE_NODE_H_INCLUDED__
|
||||
#define __I_CAMERA_SCENE_NODE_H_INCLUDED__
|
||||
|
||||
#include "ISceneNode.h"
|
||||
#include "IEventReceiver.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
struct SViewFrustum;
|
||||
|
||||
//! Scene Node which is a (controllable) camera.
|
||||
/** The whole scene will be rendered from the cameras point of view.
|
||||
Because the ICameraSceneNode is a SceneNode, it can be attached to any
|
||||
other scene node, and will follow its parents movement, rotation and so
|
||||
on.
|
||||
*/
|
||||
class ICameraSceneNode : public ISceneNode, public IEventReceiver
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
ICameraSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
||||
const core::vector3df& position = core::vector3df(0,0,0),
|
||||
const core::vector3df& rotation = core::vector3df(0,0,0),
|
||||
const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f))
|
||||
: ISceneNode(parent, mgr, id, position, rotation, scale), IsOrthogonal(false) {}
|
||||
|
||||
//! Sets the projection matrix of the camera.
|
||||
/** The core::matrix4 class has some methods to build a
|
||||
projection matrix. e.g:
|
||||
core::matrix4::buildProjectionMatrixPerspectiveFovLH.
|
||||
Note that the matrix will only stay as set by this method until
|
||||
one of the following Methods are called: setNearValue,
|
||||
setFarValue, setAspectRatio, setFOV.
|
||||
NOTE: The frustum is not updated before render() is called
|
||||
unless you explicitly call updateMatrices()
|
||||
\param projection The new projection matrix of the camera.
|
||||
\param isOrthogonal Set this to true if the matrix is an
|
||||
orthogonal one (e.g. from matrix4::buildProjectionMatrixOrtho).
|
||||
*/
|
||||
virtual void setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal=false) =0;
|
||||
|
||||
//! Gets the current projection matrix of the camera.
|
||||
/** \return The current projection matrix of the camera. */
|
||||
virtual const core::matrix4& getProjectionMatrix() const =0;
|
||||
|
||||
//! Gets the current view matrix of the camera.
|
||||
/** \return The current view matrix of the camera. */
|
||||
virtual const core::matrix4& getViewMatrix() const =0;
|
||||
|
||||
//! Sets a custom view matrix affector.
|
||||
/** The matrix passed here, will be multiplied with the view
|
||||
matrix when it gets updated. This allows for custom camera
|
||||
setups like, for example, a reflection camera.
|
||||
\param affector The affector matrix. */
|
||||
virtual void setViewMatrixAffector(const core::matrix4& affector) =0;
|
||||
|
||||
//! Get the custom view matrix affector.
|
||||
/** \return The affector matrix. */
|
||||
virtual const core::matrix4& getViewMatrixAffector() const =0;
|
||||
|
||||
//! It is possible to send mouse and key events to the camera.
|
||||
/** Most cameras may ignore this input, but camera scene nodes
|
||||
which are created for example with
|
||||
ISceneManager::addCameraSceneNodeMaya or
|
||||
ISceneManager::addCameraSceneNodeFPS, may want to get
|
||||
this input for changing their position, look at target or
|
||||
whatever. */
|
||||
bool OnEvent(const SEvent& event) override =0;
|
||||
|
||||
//! Sets the look at target of the camera
|
||||
/** If the camera's target and rotation are bound ( @see
|
||||
bindTargetAndRotation() ) then calling this will also change
|
||||
the camera's scene node rotation to match the target.
|
||||
Note that setTarget uses the current absolute position
|
||||
internally, so if you changed setPosition since last rendering you must
|
||||
call updateAbsolutePosition before using this function.
|
||||
\param pos Look at target of the camera, in world co-ordinates. */
|
||||
virtual void setTarget(const core::vector3df& pos) =0;
|
||||
|
||||
//! Sets the rotation of the node.
|
||||
/** This only modifies the relative rotation of the node.
|
||||
If the camera's target and rotation are bound ( @see
|
||||
bindTargetAndRotation() ) then calling this will also change
|
||||
the camera's target to match the rotation.
|
||||
\param rotation New rotation of the node in degrees. */
|
||||
void setRotation(const core::vector3df& rotation) override =0;
|
||||
|
||||
//! Gets the current look at target of the camera
|
||||
/** \return The current look at target of the camera, in world co-ordinates */
|
||||
virtual const core::vector3df& getTarget() const =0;
|
||||
|
||||
//! Sets the up vector of the camera.
|
||||
/** \param pos: New upvector of the camera. */
|
||||
virtual void setUpVector(const core::vector3df& pos) =0;
|
||||
|
||||
//! Gets the up vector of the camera.
|
||||
/** \return The up vector of the camera, in world space. */
|
||||
virtual const core::vector3df& getUpVector() const =0;
|
||||
|
||||
//! Gets the value of the near plane of the camera.
|
||||
/** \return The value of the near plane of the camera. */
|
||||
virtual f32 getNearValue() const =0;
|
||||
|
||||
//! Gets the value of the far plane of the camera.
|
||||
/** \return The value of the far plane of the camera. */
|
||||
virtual f32 getFarValue() const =0;
|
||||
|
||||
//! Gets the aspect ratio of the camera.
|
||||
/** \return The aspect ratio of the camera. */
|
||||
virtual f32 getAspectRatio() const =0;
|
||||
|
||||
//! Gets the field of view of the camera.
|
||||
/** \return The field of view of the camera in radians. */
|
||||
virtual f32 getFOV() const =0;
|
||||
|
||||
//! Sets the value of the near clipping plane. (default: 1.0f)
|
||||
/** \param zn: New z near value. */
|
||||
virtual void setNearValue(f32 zn) =0;
|
||||
|
||||
//! Sets the value of the far clipping plane (default: 2000.0f)
|
||||
/** \param zf: New z far value. */
|
||||
virtual void setFarValue(f32 zf) =0;
|
||||
|
||||
//! Sets the aspect ratio (default: 4.0f / 3.0f)
|
||||
/** \param aspect: New aspect ratio. */
|
||||
virtual void setAspectRatio(f32 aspect) =0;
|
||||
|
||||
//! Sets the field of view (Default: PI / 2.5f)
|
||||
/** \param fovy: New field of view in radians. */
|
||||
virtual void setFOV(f32 fovy) =0;
|
||||
|
||||
//! Get the view frustum.
|
||||
/** \return The current view frustum. */
|
||||
virtual const SViewFrustum* getViewFrustum() const =0;
|
||||
|
||||
//! Disables or enables the camera to get key or mouse inputs.
|
||||
/** If this is set to true, the camera will respond to key
|
||||
inputs otherwise not. */
|
||||
virtual void setInputReceiverEnabled(bool enabled) =0;
|
||||
|
||||
//! Checks if the input receiver of the camera is currently enabled.
|
||||
virtual bool isInputReceiverEnabled() const =0;
|
||||
|
||||
//! Checks if a camera is orthogonal.
|
||||
virtual bool isOrthogonal() const
|
||||
{
|
||||
return IsOrthogonal;
|
||||
}
|
||||
|
||||
//! Binds the camera scene node's rotation to its target position and vice versa, or unbinds them.
|
||||
/** When bound, calling setRotation() will update the camera's
|
||||
target position to be along its +Z axis, and likewise calling
|
||||
setTarget() will update its rotation so that its +Z axis will
|
||||
point at the target point. FPS camera use this binding by
|
||||
default; other cameras do not.
|
||||
\param bound True to bind the camera's scene node rotation
|
||||
and targeting, false to unbind them.
|
||||
@see getTargetAndRotationBinding() */
|
||||
virtual void bindTargetAndRotation(bool bound) =0;
|
||||
|
||||
//! Updates the matrices without uploading them to the driver
|
||||
virtual void updateMatrices() = 0;
|
||||
|
||||
//! Queries if the camera scene node's rotation and its target position are bound together.
|
||||
/** @see bindTargetAndRotation() */
|
||||
virtual bool getTargetAndRotationBinding(void) const =0;
|
||||
|
||||
protected:
|
||||
|
||||
void cloneMembers(const ICameraSceneNode* toCopyFrom)
|
||||
{
|
||||
IsOrthogonal = toCopyFrom->IsOrthogonal;
|
||||
}
|
||||
|
||||
bool IsOrthogonal;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_CAMERA_SCENE_NODE_H_INCLUDED__
|
||||
#define __I_CAMERA_SCENE_NODE_H_INCLUDED__
|
||||
|
||||
#include "ISceneNode.h"
|
||||
#include "IEventReceiver.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
struct SViewFrustum;
|
||||
|
||||
//! Scene Node which is a (controllable) camera.
|
||||
/** The whole scene will be rendered from the cameras point of view.
|
||||
Because the ICameraSceneNode is a SceneNode, it can be attached to any
|
||||
other scene node, and will follow its parents movement, rotation and so
|
||||
on.
|
||||
*/
|
||||
class ICameraSceneNode : public ISceneNode, public IEventReceiver
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
ICameraSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
||||
const core::vector3df& position = core::vector3df(0,0,0),
|
||||
const core::vector3df& rotation = core::vector3df(0,0,0),
|
||||
const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f))
|
||||
: ISceneNode(parent, mgr, id, position, rotation, scale), IsOrthogonal(false) {}
|
||||
|
||||
//! Sets the projection matrix of the camera.
|
||||
/** The core::matrix4 class has some methods to build a
|
||||
projection matrix. e.g:
|
||||
core::matrix4::buildProjectionMatrixPerspectiveFovLH.
|
||||
Note that the matrix will only stay as set by this method until
|
||||
one of the following Methods are called: setNearValue,
|
||||
setFarValue, setAspectRatio, setFOV.
|
||||
NOTE: The frustum is not updated before render() is called
|
||||
unless you explicitly call updateMatrices()
|
||||
\param projection The new projection matrix of the camera.
|
||||
\param isOrthogonal Set this to true if the matrix is an
|
||||
orthogonal one (e.g. from matrix4::buildProjectionMatrixOrtho).
|
||||
*/
|
||||
virtual void setProjectionMatrix(const core::matrix4& projection, bool isOrthogonal=false) =0;
|
||||
|
||||
//! Gets the current projection matrix of the camera.
|
||||
/** \return The current projection matrix of the camera. */
|
||||
virtual const core::matrix4& getProjectionMatrix() const =0;
|
||||
|
||||
//! Gets the current view matrix of the camera.
|
||||
/** \return The current view matrix of the camera. */
|
||||
virtual const core::matrix4& getViewMatrix() const =0;
|
||||
|
||||
//! Sets a custom view matrix affector.
|
||||
/** The matrix passed here, will be multiplied with the view
|
||||
matrix when it gets updated. This allows for custom camera
|
||||
setups like, for example, a reflection camera.
|
||||
\param affector The affector matrix. */
|
||||
virtual void setViewMatrixAffector(const core::matrix4& affector) =0;
|
||||
|
||||
//! Get the custom view matrix affector.
|
||||
/** \return The affector matrix. */
|
||||
virtual const core::matrix4& getViewMatrixAffector() const =0;
|
||||
|
||||
//! It is possible to send mouse and key events to the camera.
|
||||
/** Most cameras may ignore this input, but camera scene nodes
|
||||
which are created for example with
|
||||
ISceneManager::addCameraSceneNodeMaya or
|
||||
ISceneManager::addCameraSceneNodeFPS, may want to get
|
||||
this input for changing their position, look at target or
|
||||
whatever. */
|
||||
bool OnEvent(const SEvent& event) override =0;
|
||||
|
||||
//! Sets the look at target of the camera
|
||||
/** If the camera's target and rotation are bound ( @see
|
||||
bindTargetAndRotation() ) then calling this will also change
|
||||
the camera's scene node rotation to match the target.
|
||||
Note that setTarget uses the current absolute position
|
||||
internally, so if you changed setPosition since last rendering you must
|
||||
call updateAbsolutePosition before using this function.
|
||||
\param pos Look at target of the camera, in world co-ordinates. */
|
||||
virtual void setTarget(const core::vector3df& pos) =0;
|
||||
|
||||
//! Sets the rotation of the node.
|
||||
/** This only modifies the relative rotation of the node.
|
||||
If the camera's target and rotation are bound ( @see
|
||||
bindTargetAndRotation() ) then calling this will also change
|
||||
the camera's target to match the rotation.
|
||||
\param rotation New rotation of the node in degrees. */
|
||||
void setRotation(const core::vector3df& rotation) override =0;
|
||||
|
||||
//! Gets the current look at target of the camera
|
||||
/** \return The current look at target of the camera, in world co-ordinates */
|
||||
virtual const core::vector3df& getTarget() const =0;
|
||||
|
||||
//! Sets the up vector of the camera.
|
||||
/** \param pos: New upvector of the camera. */
|
||||
virtual void setUpVector(const core::vector3df& pos) =0;
|
||||
|
||||
//! Gets the up vector of the camera.
|
||||
/** \return The up vector of the camera, in world space. */
|
||||
virtual const core::vector3df& getUpVector() const =0;
|
||||
|
||||
//! Gets the value of the near plane of the camera.
|
||||
/** \return The value of the near plane of the camera. */
|
||||
virtual f32 getNearValue() const =0;
|
||||
|
||||
//! Gets the value of the far plane of the camera.
|
||||
/** \return The value of the far plane of the camera. */
|
||||
virtual f32 getFarValue() const =0;
|
||||
|
||||
//! Gets the aspect ratio of the camera.
|
||||
/** \return The aspect ratio of the camera. */
|
||||
virtual f32 getAspectRatio() const =0;
|
||||
|
||||
//! Gets the field of view of the camera.
|
||||
/** \return The field of view of the camera in radians. */
|
||||
virtual f32 getFOV() const =0;
|
||||
|
||||
//! Sets the value of the near clipping plane. (default: 1.0f)
|
||||
/** \param zn: New z near value. */
|
||||
virtual void setNearValue(f32 zn) =0;
|
||||
|
||||
//! Sets the value of the far clipping plane (default: 2000.0f)
|
||||
/** \param zf: New z far value. */
|
||||
virtual void setFarValue(f32 zf) =0;
|
||||
|
||||
//! Sets the aspect ratio (default: 4.0f / 3.0f)
|
||||
/** \param aspect: New aspect ratio. */
|
||||
virtual void setAspectRatio(f32 aspect) =0;
|
||||
|
||||
//! Sets the field of view (Default: PI / 2.5f)
|
||||
/** \param fovy: New field of view in radians. */
|
||||
virtual void setFOV(f32 fovy) =0;
|
||||
|
||||
//! Get the view frustum.
|
||||
/** \return The current view frustum. */
|
||||
virtual const SViewFrustum* getViewFrustum() const =0;
|
||||
|
||||
//! Disables or enables the camera to get key or mouse inputs.
|
||||
/** If this is set to true, the camera will respond to key
|
||||
inputs otherwise not. */
|
||||
virtual void setInputReceiverEnabled(bool enabled) =0;
|
||||
|
||||
//! Checks if the input receiver of the camera is currently enabled.
|
||||
virtual bool isInputReceiverEnabled() const =0;
|
||||
|
||||
//! Checks if a camera is orthogonal.
|
||||
virtual bool isOrthogonal() const
|
||||
{
|
||||
return IsOrthogonal;
|
||||
}
|
||||
|
||||
//! Binds the camera scene node's rotation to its target position and vice versa, or unbinds them.
|
||||
/** When bound, calling setRotation() will update the camera's
|
||||
target position to be along its +Z axis, and likewise calling
|
||||
setTarget() will update its rotation so that its +Z axis will
|
||||
point at the target point. FPS camera use this binding by
|
||||
default; other cameras do not.
|
||||
\param bound True to bind the camera's scene node rotation
|
||||
and targeting, false to unbind them.
|
||||
@see getTargetAndRotationBinding() */
|
||||
virtual void bindTargetAndRotation(bool bound) =0;
|
||||
|
||||
//! Updates the matrices without uploading them to the driver
|
||||
virtual void updateMatrices() = 0;
|
||||
|
||||
//! Queries if the camera scene node's rotation and its target position are bound together.
|
||||
/** @see bindTargetAndRotation() */
|
||||
virtual bool getTargetAndRotationBinding(void) const =0;
|
||||
|
||||
protected:
|
||||
|
||||
void cloneMembers(const ICameraSceneNode* toCopyFrom)
|
||||
{
|
||||
IsOrthogonal = toCopyFrom->IsOrthogonal;
|
||||
}
|
||||
|
||||
bool IsOrthogonal;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,63 +1,63 @@
|
||||
// Copyright (C) 2013-2015 Patryk Nadrowski
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __IRR_I_CONTEXT_MANAGER_H_INCLUDED__
|
||||
#define __IRR_I_CONTEXT_MANAGER_H_INCLUDED__
|
||||
|
||||
#include "SExposedVideoData.h"
|
||||
#include "SIrrCreationParameters.h"
|
||||
#include <string>
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
// For system specific window contexts (used for OpenGL)
|
||||
class IContextManager : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Initialize manager with device creation parameters and device window (passed as exposed video data)
|
||||
virtual bool initialize(const SIrrlichtCreationParameters& params, const SExposedVideoData& data) =0;
|
||||
|
||||
//! Terminate manager, any cleanup that is left over. Manager needs a new initialize to be usable again
|
||||
virtual void terminate() =0;
|
||||
|
||||
//! Create surface based on current window set
|
||||
virtual bool generateSurface() =0;
|
||||
|
||||
//! Destroy current surface
|
||||
virtual void destroySurface() =0;
|
||||
|
||||
//! Create context based on current surface
|
||||
virtual bool generateContext() =0;
|
||||
|
||||
//! Destroy current context
|
||||
virtual void destroyContext() =0;
|
||||
|
||||
//! Get current context
|
||||
virtual const SExposedVideoData& getContext() const =0;
|
||||
|
||||
//! Change render context, disable old and activate new defined by videoData
|
||||
//\param restorePrimaryOnZero When true: restore original driver context when videoData is set to 0 values.
|
||||
// When false: resets the context when videoData is set to 0 values.
|
||||
/** This is mostly used internally by IVideoDriver::beginScene().
|
||||
But if you want to switch threads which access your OpenGL driver you will have to
|
||||
call this function as follows:
|
||||
Old thread gives up context with: activateContext(irr::video::SExposedVideoData());
|
||||
New thread takes over context with: activateContext(videoDriver->getExposedVideoData());
|
||||
Note that only 1 thread at a time may access an OpenGL context. */
|
||||
virtual bool activateContext(const SExposedVideoData& videoData, bool restorePrimaryOnZero=false) =0;
|
||||
|
||||
//! Get the address of any OpenGL procedure (including core procedures).
|
||||
virtual void* getProcAddress(const std::string &procName) =0;
|
||||
|
||||
//! Swap buffers.
|
||||
virtual bool swapBuffers() =0;
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
// Copyright (C) 2013-2015 Patryk Nadrowski
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __IRR_I_CONTEXT_MANAGER_H_INCLUDED__
|
||||
#define __IRR_I_CONTEXT_MANAGER_H_INCLUDED__
|
||||
|
||||
#include "SExposedVideoData.h"
|
||||
#include "SIrrCreationParameters.h"
|
||||
#include <string>
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
// For system specific window contexts (used for OpenGL)
|
||||
class IContextManager : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Initialize manager with device creation parameters and device window (passed as exposed video data)
|
||||
virtual bool initialize(const SIrrlichtCreationParameters& params, const SExposedVideoData& data) =0;
|
||||
|
||||
//! Terminate manager, any cleanup that is left over. Manager needs a new initialize to be usable again
|
||||
virtual void terminate() =0;
|
||||
|
||||
//! Create surface based on current window set
|
||||
virtual bool generateSurface() =0;
|
||||
|
||||
//! Destroy current surface
|
||||
virtual void destroySurface() =0;
|
||||
|
||||
//! Create context based on current surface
|
||||
virtual bool generateContext() =0;
|
||||
|
||||
//! Destroy current context
|
||||
virtual void destroyContext() =0;
|
||||
|
||||
//! Get current context
|
||||
virtual const SExposedVideoData& getContext() const =0;
|
||||
|
||||
//! Change render context, disable old and activate new defined by videoData
|
||||
//\param restorePrimaryOnZero When true: restore original driver context when videoData is set to 0 values.
|
||||
// When false: resets the context when videoData is set to 0 values.
|
||||
/** This is mostly used internally by IVideoDriver::beginScene().
|
||||
But if you want to switch threads which access your OpenGL driver you will have to
|
||||
call this function as follows:
|
||||
Old thread gives up context with: activateContext(irr::video::SExposedVideoData());
|
||||
New thread takes over context with: activateContext(videoDriver->getExposedVideoData());
|
||||
Note that only 1 thread at a time may access an OpenGL context. */
|
||||
virtual bool activateContext(const SExposedVideoData& videoData, bool restorePrimaryOnZero=false) =0;
|
||||
|
||||
//! Get the address of any OpenGL procedure (including core procedures).
|
||||
virtual void* getProcAddress(const std::string &procName) =0;
|
||||
|
||||
//! Swap buffers.
|
||||
virtual bool swapBuffers() =0;
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
@ -1,202 +1,202 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_CURSOR_CONTROL_H_INCLUDED__
|
||||
#define __I_CURSOR_CONTROL_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "position2d.h"
|
||||
#include "rect.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
class IGUISpriteBank;
|
||||
|
||||
//! Default icons for cursors
|
||||
enum ECURSOR_ICON
|
||||
{
|
||||
// Following cursors might be system specific, or might use an Irrlicht icon-set. No guarantees so far.
|
||||
ECI_NORMAL, // arrow
|
||||
ECI_CROSS, // Crosshair
|
||||
ECI_HAND, // Hand
|
||||
ECI_HELP, // Arrow and question mark
|
||||
ECI_IBEAM, // typical text-selection cursor
|
||||
ECI_NO, // should not click icon
|
||||
ECI_WAIT, // hourclass
|
||||
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
|
||||
ECI_SIZENS, // resizes in direction north or south
|
||||
ECI_SIZEWE, // resizes in direction west or east
|
||||
ECI_UP, // up-arrow
|
||||
|
||||
// Implementer note: Should we add system specific cursors, which use guaranteed the system icons,
|
||||
// then I would recommend using a naming scheme like ECI_W32_CROSS, ECI_X11_CROSSHAIR and adding those
|
||||
// additionally.
|
||||
|
||||
ECI_COUNT // maximal of defined cursors. Note that higher values can be created at runtime
|
||||
};
|
||||
|
||||
//! Names for ECURSOR_ICON
|
||||
const c8* const GUICursorIconNames[ECI_COUNT+1] =
|
||||
{
|
||||
"normal",
|
||||
"cross",
|
||||
"hand",
|
||||
"help",
|
||||
"ibeam",
|
||||
"no",
|
||||
"wait",
|
||||
"sizeall",
|
||||
"sizenesw",
|
||||
"sizenwse",
|
||||
"sizens",
|
||||
"sizewe",
|
||||
"sizeup",
|
||||
0
|
||||
};
|
||||
|
||||
//! structure used to set sprites as cursors.
|
||||
struct SCursorSprite
|
||||
{
|
||||
SCursorSprite()
|
||||
: SpriteBank(0), SpriteId(-1)
|
||||
{
|
||||
}
|
||||
|
||||
SCursorSprite( gui::IGUISpriteBank * spriteBank, s32 spriteId, const core::position2d<s32> &hotspot=(core::position2d<s32>(0,0)) )
|
||||
: SpriteBank(spriteBank), SpriteId(spriteId), HotSpot(hotspot)
|
||||
{
|
||||
}
|
||||
|
||||
IGUISpriteBank * SpriteBank;
|
||||
s32 SpriteId;
|
||||
core::position2d<s32> HotSpot;
|
||||
};
|
||||
|
||||
//! platform specific behavior flags for the cursor
|
||||
enum ECURSOR_PLATFORM_BEHAVIOR
|
||||
{
|
||||
//! default - no platform specific behavior
|
||||
ECPB_NONE = 0,
|
||||
|
||||
//! On X11 try caching cursor updates as XQueryPointer calls can be expensive.
|
||||
/** Update cursor positions only when the irrlicht timer has been updated or the timer is stopped.
|
||||
This means you usually get one cursor update per device->run() which will be fine in most cases.
|
||||
See this forum-thread for a more detailed explanation:
|
||||
http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=45525
|
||||
*/
|
||||
ECPB_X11_CACHE_UPDATES = 1
|
||||
};
|
||||
|
||||
//! Interface to manipulate the mouse cursor.
|
||||
class ICursorControl : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Changes the visible state of the mouse cursor.
|
||||
/** \param visible: The new visible state. If true, the cursor will be visible,
|
||||
if false, it will be invisible. */
|
||||
virtual void setVisible(bool visible) = 0;
|
||||
|
||||
//! Returns if the cursor is currently visible.
|
||||
/** \return True if the cursor flag is set to visible, false if not. */
|
||||
virtual bool isVisible() const = 0;
|
||||
|
||||
//! Sets the new position of the cursor.
|
||||
/** The position must be
|
||||
between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
|
||||
the top left corner and (1.0f, 1.0f) is the bottom right corner of the
|
||||
render window.
|
||||
\param pos New position of the cursor. */
|
||||
virtual void setPosition(const core::position2d<f32> &pos) = 0;
|
||||
|
||||
//! Sets the new position of the cursor.
|
||||
/** The position must be
|
||||
between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
|
||||
the top left corner and (1.0f, 1.0f) is the bottom right corner of the
|
||||
render window.
|
||||
\param x New x-coord of the cursor.
|
||||
\param y New x-coord of the cursor. */
|
||||
virtual void setPosition(f32 x, f32 y) = 0;
|
||||
|
||||
//! Sets the new position of the cursor.
|
||||
/** \param pos: New position of the cursor. The coordinates are pixel units. */
|
||||
virtual void setPosition(const core::position2d<s32> &pos) = 0;
|
||||
|
||||
//! Sets the new position of the cursor.
|
||||
/** \param x New x-coord of the cursor. The coordinates are pixel units.
|
||||
\param y New y-coord of the cursor. The coordinates are pixel units. */
|
||||
virtual void setPosition(s32 x, s32 y) = 0;
|
||||
|
||||
//! Returns the current position of the mouse cursor.
|
||||
/** \param updateCursor When true ask system/OS for current cursor position.
|
||||
When false return the last known (buffered) position ( this is useful to
|
||||
check what has become of a setPosition call with float numbers).
|
||||
\return Returns the current position of the cursor. The returned position
|
||||
is the position of the mouse cursor in pixel units. */
|
||||
virtual const core::position2d<s32>& getPosition(bool updateCursor=true) = 0;
|
||||
|
||||
//! Returns the current position of the mouse cursor.
|
||||
/** \param updateCursor When true ask system/OS for current cursor position.
|
||||
When false return the last known (buffered) position (this is
|
||||
useful to check what has become of a setPosition call with float numbers
|
||||
and is often different from the values you passed in setPosition).
|
||||
\return Returns the current position of the cursor. The returned position
|
||||
is a value between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
|
||||
the top left corner and (1.0f, 1.0f) is the bottom right corner of the
|
||||
render window. */
|
||||
virtual core::position2d<f32> getRelativePosition(bool updateCursor=true) = 0;
|
||||
|
||||
//! Sets an absolute reference rect for setting and retrieving the cursor position.
|
||||
/** If this rect is set, the cursor position is not being calculated relative to
|
||||
the rendering window but to this rect. You can set the rect pointer to 0 to disable
|
||||
this feature again. This feature is useful when rendering into parts of foreign windows
|
||||
for example in an editor.
|
||||
\param rect: A pointer to an reference rectangle or 0 to disable the reference rectangle.*/
|
||||
virtual void setReferenceRect(core::rect<s32>* rect=0) = 0;
|
||||
|
||||
//! Internally fixes the mouse position, and reports relative mouse movement compared to the old position
|
||||
/** Specific to SDL */
|
||||
virtual void setRelativeMode(bool relative) {};
|
||||
|
||||
//! Sets the active cursor icon
|
||||
/** Setting cursor icons is so far only supported on Win32 and Linux */
|
||||
virtual void setActiveIcon(ECURSOR_ICON iconId) {}
|
||||
|
||||
//! Gets the currently active icon
|
||||
virtual ECURSOR_ICON getActiveIcon() const { return gui::ECI_NORMAL; }
|
||||
|
||||
//! Add a custom sprite as cursor icon.
|
||||
/** \return Identification for the icon */
|
||||
virtual ECURSOR_ICON addIcon(const gui::SCursorSprite& icon) { return gui::ECI_NORMAL; }
|
||||
|
||||
//! replace a cursor icon.
|
||||
/** Changing cursor icons is so far only supported on Win32 and Linux
|
||||
Note that this only changes the icons within your application, system cursors outside your
|
||||
application will not be affected.
|
||||
*/
|
||||
virtual void changeIcon(ECURSOR_ICON iconId, const gui::SCursorSprite& sprite) {}
|
||||
|
||||
//! Return a system-specific size which is supported for cursors. Larger icons will fail, smaller icons might work.
|
||||
virtual core::dimension2di getSupportedIconSize() const { return core::dimension2di(0,0); }
|
||||
|
||||
//! Set platform specific behavior flags.
|
||||
virtual void setPlatformBehavior(ECURSOR_PLATFORM_BEHAVIOR behavior) {}
|
||||
|
||||
//! Return platform specific behavior.
|
||||
/** \return Behavior set by setPlatformBehavior or ECPB_NONE for platforms not implementing specific behaviors.
|
||||
*/
|
||||
virtual ECURSOR_PLATFORM_BEHAVIOR getPlatformBehavior() const { return ECPB_NONE; }
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_CURSOR_CONTROL_H_INCLUDED__
|
||||
#define __I_CURSOR_CONTROL_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "position2d.h"
|
||||
#include "rect.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
class IGUISpriteBank;
|
||||
|
||||
//! Default icons for cursors
|
||||
enum ECURSOR_ICON
|
||||
{
|
||||
// Following cursors might be system specific, or might use an Irrlicht icon-set. No guarantees so far.
|
||||
ECI_NORMAL, // arrow
|
||||
ECI_CROSS, // Crosshair
|
||||
ECI_HAND, // Hand
|
||||
ECI_HELP, // Arrow and question mark
|
||||
ECI_IBEAM, // typical text-selection cursor
|
||||
ECI_NO, // should not click icon
|
||||
ECI_WAIT, // hourclass
|
||||
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
|
||||
ECI_SIZENS, // resizes in direction north or south
|
||||
ECI_SIZEWE, // resizes in direction west or east
|
||||
ECI_UP, // up-arrow
|
||||
|
||||
// Implementer note: Should we add system specific cursors, which use guaranteed the system icons,
|
||||
// then I would recommend using a naming scheme like ECI_W32_CROSS, ECI_X11_CROSSHAIR and adding those
|
||||
// additionally.
|
||||
|
||||
ECI_COUNT // maximal of defined cursors. Note that higher values can be created at runtime
|
||||
};
|
||||
|
||||
//! Names for ECURSOR_ICON
|
||||
const c8* const GUICursorIconNames[ECI_COUNT+1] =
|
||||
{
|
||||
"normal",
|
||||
"cross",
|
||||
"hand",
|
||||
"help",
|
||||
"ibeam",
|
||||
"no",
|
||||
"wait",
|
||||
"sizeall",
|
||||
"sizenesw",
|
||||
"sizenwse",
|
||||
"sizens",
|
||||
"sizewe",
|
||||
"sizeup",
|
||||
0
|
||||
};
|
||||
|
||||
//! structure used to set sprites as cursors.
|
||||
struct SCursorSprite
|
||||
{
|
||||
SCursorSprite()
|
||||
: SpriteBank(0), SpriteId(-1)
|
||||
{
|
||||
}
|
||||
|
||||
SCursorSprite( gui::IGUISpriteBank * spriteBank, s32 spriteId, const core::position2d<s32> &hotspot=(core::position2d<s32>(0,0)) )
|
||||
: SpriteBank(spriteBank), SpriteId(spriteId), HotSpot(hotspot)
|
||||
{
|
||||
}
|
||||
|
||||
IGUISpriteBank * SpriteBank;
|
||||
s32 SpriteId;
|
||||
core::position2d<s32> HotSpot;
|
||||
};
|
||||
|
||||
//! platform specific behavior flags for the cursor
|
||||
enum ECURSOR_PLATFORM_BEHAVIOR
|
||||
{
|
||||
//! default - no platform specific behavior
|
||||
ECPB_NONE = 0,
|
||||
|
||||
//! On X11 try caching cursor updates as XQueryPointer calls can be expensive.
|
||||
/** Update cursor positions only when the irrlicht timer has been updated or the timer is stopped.
|
||||
This means you usually get one cursor update per device->run() which will be fine in most cases.
|
||||
See this forum-thread for a more detailed explanation:
|
||||
http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=45525
|
||||
*/
|
||||
ECPB_X11_CACHE_UPDATES = 1
|
||||
};
|
||||
|
||||
//! Interface to manipulate the mouse cursor.
|
||||
class ICursorControl : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Changes the visible state of the mouse cursor.
|
||||
/** \param visible: The new visible state. If true, the cursor will be visible,
|
||||
if false, it will be invisible. */
|
||||
virtual void setVisible(bool visible) = 0;
|
||||
|
||||
//! Returns if the cursor is currently visible.
|
||||
/** \return True if the cursor flag is set to visible, false if not. */
|
||||
virtual bool isVisible() const = 0;
|
||||
|
||||
//! Sets the new position of the cursor.
|
||||
/** The position must be
|
||||
between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
|
||||
the top left corner and (1.0f, 1.0f) is the bottom right corner of the
|
||||
render window.
|
||||
\param pos New position of the cursor. */
|
||||
virtual void setPosition(const core::position2d<f32> &pos) = 0;
|
||||
|
||||
//! Sets the new position of the cursor.
|
||||
/** The position must be
|
||||
between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
|
||||
the top left corner and (1.0f, 1.0f) is the bottom right corner of the
|
||||
render window.
|
||||
\param x New x-coord of the cursor.
|
||||
\param y New x-coord of the cursor. */
|
||||
virtual void setPosition(f32 x, f32 y) = 0;
|
||||
|
||||
//! Sets the new position of the cursor.
|
||||
/** \param pos: New position of the cursor. The coordinates are pixel units. */
|
||||
virtual void setPosition(const core::position2d<s32> &pos) = 0;
|
||||
|
||||
//! Sets the new position of the cursor.
|
||||
/** \param x New x-coord of the cursor. The coordinates are pixel units.
|
||||
\param y New y-coord of the cursor. The coordinates are pixel units. */
|
||||
virtual void setPosition(s32 x, s32 y) = 0;
|
||||
|
||||
//! Returns the current position of the mouse cursor.
|
||||
/** \param updateCursor When true ask system/OS for current cursor position.
|
||||
When false return the last known (buffered) position ( this is useful to
|
||||
check what has become of a setPosition call with float numbers).
|
||||
\return Returns the current position of the cursor. The returned position
|
||||
is the position of the mouse cursor in pixel units. */
|
||||
virtual const core::position2d<s32>& getPosition(bool updateCursor=true) = 0;
|
||||
|
||||
//! Returns the current position of the mouse cursor.
|
||||
/** \param updateCursor When true ask system/OS for current cursor position.
|
||||
When false return the last known (buffered) position (this is
|
||||
useful to check what has become of a setPosition call with float numbers
|
||||
and is often different from the values you passed in setPosition).
|
||||
\return Returns the current position of the cursor. The returned position
|
||||
is a value between (0.0f, 0.0f) and (1.0f, 1.0f), where (0.0f, 0.0f) is
|
||||
the top left corner and (1.0f, 1.0f) is the bottom right corner of the
|
||||
render window. */
|
||||
virtual core::position2d<f32> getRelativePosition(bool updateCursor=true) = 0;
|
||||
|
||||
//! Sets an absolute reference rect for setting and retrieving the cursor position.
|
||||
/** If this rect is set, the cursor position is not being calculated relative to
|
||||
the rendering window but to this rect. You can set the rect pointer to 0 to disable
|
||||
this feature again. This feature is useful when rendering into parts of foreign windows
|
||||
for example in an editor.
|
||||
\param rect: A pointer to an reference rectangle or 0 to disable the reference rectangle.*/
|
||||
virtual void setReferenceRect(core::rect<s32>* rect=0) = 0;
|
||||
|
||||
//! Internally fixes the mouse position, and reports relative mouse movement compared to the old position
|
||||
/** Specific to SDL */
|
||||
virtual void setRelativeMode(bool relative) {};
|
||||
|
||||
//! Sets the active cursor icon
|
||||
/** Setting cursor icons is so far only supported on Win32 and Linux */
|
||||
virtual void setActiveIcon(ECURSOR_ICON iconId) {}
|
||||
|
||||
//! Gets the currently active icon
|
||||
virtual ECURSOR_ICON getActiveIcon() const { return gui::ECI_NORMAL; }
|
||||
|
||||
//! Add a custom sprite as cursor icon.
|
||||
/** \return Identification for the icon */
|
||||
virtual ECURSOR_ICON addIcon(const gui::SCursorSprite& icon) { return gui::ECI_NORMAL; }
|
||||
|
||||
//! replace a cursor icon.
|
||||
/** Changing cursor icons is so far only supported on Win32 and Linux
|
||||
Note that this only changes the icons within your application, system cursors outside your
|
||||
application will not be affected.
|
||||
*/
|
||||
virtual void changeIcon(ECURSOR_ICON iconId, const gui::SCursorSprite& sprite) {}
|
||||
|
||||
//! Return a system-specific size which is supported for cursors. Larger icons will fail, smaller icons might work.
|
||||
virtual core::dimension2di getSupportedIconSize() const { return core::dimension2di(0,0); }
|
||||
|
||||
//! Set platform specific behavior flags.
|
||||
virtual void setPlatformBehavior(ECURSOR_PLATFORM_BEHAVIOR behavior) {}
|
||||
|
||||
//! Return platform specific behavior.
|
||||
/** \return Behavior set by setPlatformBehavior or ECPB_NONE for platforms not implementing specific behaviors.
|
||||
*/
|
||||
virtual ECURSOR_PLATFORM_BEHAVIOR getPlatformBehavior() const { return ECPB_NONE; }
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,42 +1,42 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_DUMMY_TRANSFORMATION_SCENE_NODE_H_INCLUDED__
|
||||
#define __I_DUMMY_TRANSFORMATION_SCENE_NODE_H_INCLUDED__
|
||||
|
||||
#include "ISceneNode.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! Dummy scene node for adding additional transformations to the scene graph.
|
||||
/** This scene node does not render itself, and does not respond to set/getPosition,
|
||||
set/getRotation and set/getScale. Its just a simple scene node that takes a
|
||||
matrix as relative transformation, making it possible to insert any transformation
|
||||
anywhere into the scene graph.
|
||||
This scene node is for example used by the IAnimatedMeshSceneNode for emulating
|
||||
joint scene nodes when playing skeletal animations.
|
||||
*/
|
||||
class IDummyTransformationSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
IDummyTransformationSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
|
||||
: ISceneNode(parent, mgr, id) {}
|
||||
|
||||
//! Returns a reference to the current relative transformation matrix.
|
||||
/** This is the matrix, this scene node uses instead of scale, translation
|
||||
and rotation. */
|
||||
virtual core::matrix4& getRelativeTransformationMatrix() = 0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_DUMMY_TRANSFORMATION_SCENE_NODE_H_INCLUDED__
|
||||
#define __I_DUMMY_TRANSFORMATION_SCENE_NODE_H_INCLUDED__
|
||||
|
||||
#include "ISceneNode.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! Dummy scene node for adding additional transformations to the scene graph.
|
||||
/** This scene node does not render itself, and does not respond to set/getPosition,
|
||||
set/getRotation and set/getScale. Its just a simple scene node that takes a
|
||||
matrix as relative transformation, making it possible to insert any transformation
|
||||
anywhere into the scene graph.
|
||||
This scene node is for example used by the IAnimatedMeshSceneNode for emulating
|
||||
joint scene nodes when playing skeletal animations.
|
||||
*/
|
||||
class IDummyTransformationSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
IDummyTransformationSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
|
||||
: ISceneNode(parent, mgr, id) {}
|
||||
|
||||
//! Returns a reference to the current relative transformation matrix.
|
||||
/** This is the matrix, this scene node uses instead of scale, translation
|
||||
and rotation. */
|
||||
virtual core::matrix4& getRelativeTransformationMatrix() = 0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,148 +1,148 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt/ Thomas Alten
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_FILE_ARCHIVE_H_INCLUDED__
|
||||
#define __I_FILE_ARCHIVE_H_INCLUDED__
|
||||
|
||||
#include "IReadFile.h"
|
||||
#include "IFileList.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! FileSystemType: which filesystem should be used for e.g. browsing
|
||||
enum EFileSystemType
|
||||
{
|
||||
FILESYSTEM_NATIVE = 0, // Native OS FileSystem
|
||||
FILESYSTEM_VIRTUAL // Virtual FileSystem
|
||||
};
|
||||
|
||||
//! Contains the different types of archives
|
||||
enum E_FILE_ARCHIVE_TYPE
|
||||
{
|
||||
//! A PKZIP archive
|
||||
EFAT_ZIP = MAKE_IRR_ID('Z','I','P', 0),
|
||||
|
||||
//! A gzip archive
|
||||
EFAT_GZIP = MAKE_IRR_ID('g','z','i','p'),
|
||||
|
||||
//! A virtual directory
|
||||
EFAT_FOLDER = MAKE_IRR_ID('f','l','d','r'),
|
||||
|
||||
//! An ID Software PAK archive
|
||||
EFAT_PAK = MAKE_IRR_ID('P','A','K', 0),
|
||||
|
||||
//! A Nebula Device archive
|
||||
EFAT_NPK = MAKE_IRR_ID('N','P','K', 0),
|
||||
|
||||
//! A Tape ARchive
|
||||
EFAT_TAR = MAKE_IRR_ID('T','A','R', 0),
|
||||
|
||||
//! A wad Archive, Quake2, Halflife
|
||||
EFAT_WAD = MAKE_IRR_ID('W','A','D', 0),
|
||||
|
||||
//! An Android asset file archive
|
||||
EFAT_ANDROID_ASSET = MAKE_IRR_ID('A','S','S','E'),
|
||||
|
||||
//! The type of this archive is unknown
|
||||
EFAT_UNKNOWN = MAKE_IRR_ID('u','n','k','n')
|
||||
};
|
||||
|
||||
//! The FileArchive manages archives and provides access to files inside them.
|
||||
class IFileArchive : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Opens a file based on its name
|
||||
/** Creates and returns a new IReadFile for a file in the archive.
|
||||
\param filename The file to open
|
||||
\return Returns A pointer to the created file on success,
|
||||
or 0 on failure. */
|
||||
virtual IReadFile* createAndOpenFile(const path& filename) =0;
|
||||
|
||||
//! Opens a file based on its position in the file list.
|
||||
/** Creates and returns
|
||||
\param index The zero based index of the file.
|
||||
\return Returns a pointer to the created file on success, or 0 on failure. */
|
||||
virtual IReadFile* createAndOpenFile(u32 index) =0;
|
||||
|
||||
//! Returns the complete file tree
|
||||
/** \return Returns the complete directory tree for the archive,
|
||||
including all files and folders */
|
||||
virtual const IFileList* getFileList() const =0;
|
||||
|
||||
//! get the archive type
|
||||
virtual E_FILE_ARCHIVE_TYPE getType() const { return EFAT_UNKNOWN; }
|
||||
|
||||
//! return the name (id) of the file Archive
|
||||
virtual const io::path& getArchiveName() const =0;
|
||||
|
||||
//! Add a directory in the archive and all it's files to the FileList
|
||||
/** Only needed for file-archives which have no information about their own
|
||||
directory structure. In that case the user must add directories manually.
|
||||
Currently this is necessary for archives of type EFAT_ANDROID_ASSET.
|
||||
The root-path itself is already set by the engine.
|
||||
If directories are not added manually opening files might still work,
|
||||
but checks if file exists will fail.
|
||||
*/
|
||||
virtual void addDirectoryToFileList(const io::path &filename) {}
|
||||
|
||||
//! An optionally used password string
|
||||
/** This variable is publicly accessible from the interface in order to
|
||||
avoid single access patterns to this place, and hence allow some more
|
||||
obscurity.
|
||||
*/
|
||||
core::stringc Password;
|
||||
};
|
||||
|
||||
//! Class which is able to create an archive from a file.
|
||||
/** If you want the Irrlicht Engine be able to load archives of
|
||||
currently unsupported file formats (e.g .wad), then implement
|
||||
this and add your new Archive loader with
|
||||
IFileSystem::addArchiveLoader() to the engine. */
|
||||
class IArchiveLoader : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Check if the file might be loaded by this class
|
||||
/** Check based on the file extension (e.g. ".zip")
|
||||
\param filename Name of file to check.
|
||||
\return True if file seems to be loadable. */
|
||||
virtual bool isALoadableFileFormat(const path& filename) const =0;
|
||||
|
||||
//! Check if the file might be loaded by this class
|
||||
/** This check may look into the file.
|
||||
\param file File handle to check.
|
||||
\return True if file seems to be loadable. */
|
||||
virtual bool isALoadableFileFormat(io::IReadFile* file) const =0;
|
||||
|
||||
//! Check to see if the loader can create archives of this type.
|
||||
/** Check based on the archive type.
|
||||
\param fileType The archive type to check.
|
||||
\return True if the archive loader supports this type, false if not */
|
||||
virtual bool isALoadableFileFormat(E_FILE_ARCHIVE_TYPE fileType) const =0;
|
||||
|
||||
//! Creates an archive from the filename
|
||||
/** \param filename File to use.
|
||||
\param ignoreCase Searching is performed without regarding the case
|
||||
\param ignorePaths Files are searched for without checking for the directories
|
||||
\return Pointer to newly created archive, or 0 upon error. */
|
||||
virtual IFileArchive* createArchive(const path& filename, bool ignoreCase, bool ignorePaths) const =0;
|
||||
|
||||
//! Creates an archive from the file
|
||||
/** \param file File handle to use.
|
||||
\param ignoreCase Searching is performed without regarding the case
|
||||
\param ignorePaths Files are searched for without checking for the directories
|
||||
\return Pointer to newly created archive, or 0 upon error. */
|
||||
virtual IFileArchive* createArchive(io::IReadFile* file, bool ignoreCase, bool ignorePaths) const =0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt/ Thomas Alten
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_FILE_ARCHIVE_H_INCLUDED__
|
||||
#define __I_FILE_ARCHIVE_H_INCLUDED__
|
||||
|
||||
#include "IReadFile.h"
|
||||
#include "IFileList.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! FileSystemType: which filesystem should be used for e.g. browsing
|
||||
enum EFileSystemType
|
||||
{
|
||||
FILESYSTEM_NATIVE = 0, // Native OS FileSystem
|
||||
FILESYSTEM_VIRTUAL // Virtual FileSystem
|
||||
};
|
||||
|
||||
//! Contains the different types of archives
|
||||
enum E_FILE_ARCHIVE_TYPE
|
||||
{
|
||||
//! A PKZIP archive
|
||||
EFAT_ZIP = MAKE_IRR_ID('Z','I','P', 0),
|
||||
|
||||
//! A gzip archive
|
||||
EFAT_GZIP = MAKE_IRR_ID('g','z','i','p'),
|
||||
|
||||
//! A virtual directory
|
||||
EFAT_FOLDER = MAKE_IRR_ID('f','l','d','r'),
|
||||
|
||||
//! An ID Software PAK archive
|
||||
EFAT_PAK = MAKE_IRR_ID('P','A','K', 0),
|
||||
|
||||
//! A Nebula Device archive
|
||||
EFAT_NPK = MAKE_IRR_ID('N','P','K', 0),
|
||||
|
||||
//! A Tape ARchive
|
||||
EFAT_TAR = MAKE_IRR_ID('T','A','R', 0),
|
||||
|
||||
//! A wad Archive, Quake2, Halflife
|
||||
EFAT_WAD = MAKE_IRR_ID('W','A','D', 0),
|
||||
|
||||
//! An Android asset file archive
|
||||
EFAT_ANDROID_ASSET = MAKE_IRR_ID('A','S','S','E'),
|
||||
|
||||
//! The type of this archive is unknown
|
||||
EFAT_UNKNOWN = MAKE_IRR_ID('u','n','k','n')
|
||||
};
|
||||
|
||||
//! The FileArchive manages archives and provides access to files inside them.
|
||||
class IFileArchive : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Opens a file based on its name
|
||||
/** Creates and returns a new IReadFile for a file in the archive.
|
||||
\param filename The file to open
|
||||
\return Returns A pointer to the created file on success,
|
||||
or 0 on failure. */
|
||||
virtual IReadFile* createAndOpenFile(const path& filename) =0;
|
||||
|
||||
//! Opens a file based on its position in the file list.
|
||||
/** Creates and returns
|
||||
\param index The zero based index of the file.
|
||||
\return Returns a pointer to the created file on success, or 0 on failure. */
|
||||
virtual IReadFile* createAndOpenFile(u32 index) =0;
|
||||
|
||||
//! Returns the complete file tree
|
||||
/** \return Returns the complete directory tree for the archive,
|
||||
including all files and folders */
|
||||
virtual const IFileList* getFileList() const =0;
|
||||
|
||||
//! get the archive type
|
||||
virtual E_FILE_ARCHIVE_TYPE getType() const { return EFAT_UNKNOWN; }
|
||||
|
||||
//! return the name (id) of the file Archive
|
||||
virtual const io::path& getArchiveName() const =0;
|
||||
|
||||
//! Add a directory in the archive and all it's files to the FileList
|
||||
/** Only needed for file-archives which have no information about their own
|
||||
directory structure. In that case the user must add directories manually.
|
||||
Currently this is necessary for archives of type EFAT_ANDROID_ASSET.
|
||||
The root-path itself is already set by the engine.
|
||||
If directories are not added manually opening files might still work,
|
||||
but checks if file exists will fail.
|
||||
*/
|
||||
virtual void addDirectoryToFileList(const io::path &filename) {}
|
||||
|
||||
//! An optionally used password string
|
||||
/** This variable is publicly accessible from the interface in order to
|
||||
avoid single access patterns to this place, and hence allow some more
|
||||
obscurity.
|
||||
*/
|
||||
core::stringc Password;
|
||||
};
|
||||
|
||||
//! Class which is able to create an archive from a file.
|
||||
/** If you want the Irrlicht Engine be able to load archives of
|
||||
currently unsupported file formats (e.g .wad), then implement
|
||||
this and add your new Archive loader with
|
||||
IFileSystem::addArchiveLoader() to the engine. */
|
||||
class IArchiveLoader : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Check if the file might be loaded by this class
|
||||
/** Check based on the file extension (e.g. ".zip")
|
||||
\param filename Name of file to check.
|
||||
\return True if file seems to be loadable. */
|
||||
virtual bool isALoadableFileFormat(const path& filename) const =0;
|
||||
|
||||
//! Check if the file might be loaded by this class
|
||||
/** This check may look into the file.
|
||||
\param file File handle to check.
|
||||
\return True if file seems to be loadable. */
|
||||
virtual bool isALoadableFileFormat(io::IReadFile* file) const =0;
|
||||
|
||||
//! Check to see if the loader can create archives of this type.
|
||||
/** Check based on the archive type.
|
||||
\param fileType The archive type to check.
|
||||
\return True if the archive loader supports this type, false if not */
|
||||
virtual bool isALoadableFileFormat(E_FILE_ARCHIVE_TYPE fileType) const =0;
|
||||
|
||||
//! Creates an archive from the filename
|
||||
/** \param filename File to use.
|
||||
\param ignoreCase Searching is performed without regarding the case
|
||||
\param ignorePaths Files are searched for without checking for the directories
|
||||
\return Pointer to newly created archive, or 0 upon error. */
|
||||
virtual IFileArchive* createArchive(const path& filename, bool ignoreCase, bool ignorePaths) const =0;
|
||||
|
||||
//! Creates an archive from the file
|
||||
/** \param file File handle to use.
|
||||
\param ignoreCase Searching is performed without regarding the case
|
||||
\param ignorePaths Files are searched for without checking for the directories
|
||||
\return Pointer to newly created archive, or 0 upon error. */
|
||||
virtual IFileArchive* createArchive(io::IReadFile* file, bool ignoreCase, bool ignorePaths) const =0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,94 +1,94 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_FILE_LIST_H_INCLUDED__
|
||||
#define __I_FILE_LIST_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! Provides a list of files and folders.
|
||||
/** File lists usually contain a list of all files in a given folder,
|
||||
but can also contain a complete directory structure. */
|
||||
class IFileList : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Get the number of files in the filelist.
|
||||
/** \return Amount of files and directories in the file list. */
|
||||
virtual u32 getFileCount() const = 0;
|
||||
|
||||
//! Gets the name of a file in the list, based on an index.
|
||||
/** The path is not included in this name. Use getFullFileName for this.
|
||||
\param index is the zero based index of the file which name should
|
||||
be returned. The index must be less than the amount getFileCount() returns.
|
||||
\return File name of the file. Returns 0, if an error occurred. */
|
||||
virtual const io::path& getFileName(u32 index) const = 0;
|
||||
|
||||
//! Gets the full name of a file in the list including the path, based on an index.
|
||||
/** \param index is the zero based index of the file which name should
|
||||
be returned. The index must be less than the amount getFileCount() returns.
|
||||
\return File name of the file. Returns 0 if an error occurred. */
|
||||
virtual const io::path& getFullFileName(u32 index) const = 0;
|
||||
|
||||
//! Returns the size of a file in the file list, based on an index.
|
||||
/** \param index is the zero based index of the file which should be returned.
|
||||
The index must be less than the amount getFileCount() returns.
|
||||
\return The size of the file in bytes. */
|
||||
virtual u32 getFileSize(u32 index) const = 0;
|
||||
|
||||
//! Returns the file offset of a file in the file list, based on an index.
|
||||
/** \param index is the zero based index of the file which should be returned.
|
||||
The index must be less than the amount getFileCount() returns.
|
||||
\return The offset of the file in bytes. */
|
||||
virtual u32 getFileOffset(u32 index) const = 0;
|
||||
|
||||
//! Returns the ID of a file in the file list, based on an index.
|
||||
/** This optional ID can be used to link the file list entry to information held
|
||||
elsewhere. For example this could be an index in an IFileArchive, linking the entry
|
||||
to its data offset, uncompressed size and CRC.
|
||||
\param index is the zero based index of the file which should be returned.
|
||||
The index must be less than the amount getFileCount() returns.
|
||||
\return The ID of the file. */
|
||||
virtual u32 getID(u32 index) const = 0;
|
||||
|
||||
//! Check if the file is a directory
|
||||
/** \param index The zero based index which will be checked. The index
|
||||
must be less than the amount getFileCount() returns.
|
||||
\return True if the file is a directory, else false. */
|
||||
virtual bool isDirectory(u32 index) const = 0;
|
||||
|
||||
//! Searches for a file or folder in the list
|
||||
/** Searches for a file by name
|
||||
\param filename The name of the file to search for.
|
||||
\param isFolder True if you are searching for a directory path, false if you are searching for a file
|
||||
\return Returns the index of the file in the file list, or -1 if
|
||||
no matching name name was found. */
|
||||
virtual s32 findFile(const io::path& filename, bool isFolder=false) const = 0;
|
||||
|
||||
//! Returns the base path of the file list
|
||||
virtual const io::path& getPath() const = 0;
|
||||
|
||||
//! Add as a file or folder to the list
|
||||
/** \param fullPath The file name including path, from the root of the file list.
|
||||
\param isDirectory True if this is a directory rather than a file.
|
||||
\param offset The file offset inside an archive
|
||||
\param size The size of the file in bytes.
|
||||
\param id The ID of the file in the archive which owns it */
|
||||
virtual u32 addItem(const io::path& fullPath, u32 offset, u32 size, bool isDirectory, u32 id=0) = 0;
|
||||
|
||||
//! Sorts the file list. You should call this after adding any items to the file list
|
||||
virtual void sort() = 0;
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
} // end namespace io
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_FILE_LIST_H_INCLUDED__
|
||||
#define __I_FILE_LIST_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! Provides a list of files and folders.
|
||||
/** File lists usually contain a list of all files in a given folder,
|
||||
but can also contain a complete directory structure. */
|
||||
class IFileList : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Get the number of files in the filelist.
|
||||
/** \return Amount of files and directories in the file list. */
|
||||
virtual u32 getFileCount() const = 0;
|
||||
|
||||
//! Gets the name of a file in the list, based on an index.
|
||||
/** The path is not included in this name. Use getFullFileName for this.
|
||||
\param index is the zero based index of the file which name should
|
||||
be returned. The index must be less than the amount getFileCount() returns.
|
||||
\return File name of the file. Returns 0, if an error occurred. */
|
||||
virtual const io::path& getFileName(u32 index) const = 0;
|
||||
|
||||
//! Gets the full name of a file in the list including the path, based on an index.
|
||||
/** \param index is the zero based index of the file which name should
|
||||
be returned. The index must be less than the amount getFileCount() returns.
|
||||
\return File name of the file. Returns 0 if an error occurred. */
|
||||
virtual const io::path& getFullFileName(u32 index) const = 0;
|
||||
|
||||
//! Returns the size of a file in the file list, based on an index.
|
||||
/** \param index is the zero based index of the file which should be returned.
|
||||
The index must be less than the amount getFileCount() returns.
|
||||
\return The size of the file in bytes. */
|
||||
virtual u32 getFileSize(u32 index) const = 0;
|
||||
|
||||
//! Returns the file offset of a file in the file list, based on an index.
|
||||
/** \param index is the zero based index of the file which should be returned.
|
||||
The index must be less than the amount getFileCount() returns.
|
||||
\return The offset of the file in bytes. */
|
||||
virtual u32 getFileOffset(u32 index) const = 0;
|
||||
|
||||
//! Returns the ID of a file in the file list, based on an index.
|
||||
/** This optional ID can be used to link the file list entry to information held
|
||||
elsewhere. For example this could be an index in an IFileArchive, linking the entry
|
||||
to its data offset, uncompressed size and CRC.
|
||||
\param index is the zero based index of the file which should be returned.
|
||||
The index must be less than the amount getFileCount() returns.
|
||||
\return The ID of the file. */
|
||||
virtual u32 getID(u32 index) const = 0;
|
||||
|
||||
//! Check if the file is a directory
|
||||
/** \param index The zero based index which will be checked. The index
|
||||
must be less than the amount getFileCount() returns.
|
||||
\return True if the file is a directory, else false. */
|
||||
virtual bool isDirectory(u32 index) const = 0;
|
||||
|
||||
//! Searches for a file or folder in the list
|
||||
/** Searches for a file by name
|
||||
\param filename The name of the file to search for.
|
||||
\param isFolder True if you are searching for a directory path, false if you are searching for a file
|
||||
\return Returns the index of the file in the file list, or -1 if
|
||||
no matching name name was found. */
|
||||
virtual s32 findFile(const io::path& filename, bool isFolder=false) const = 0;
|
||||
|
||||
//! Returns the base path of the file list
|
||||
virtual const io::path& getPath() const = 0;
|
||||
|
||||
//! Add as a file or folder to the list
|
||||
/** \param fullPath The file name including path, from the root of the file list.
|
||||
\param isDirectory True if this is a directory rather than a file.
|
||||
\param offset The file offset inside an archive
|
||||
\param size The size of the file in bytes.
|
||||
\param id The ID of the file in the archive which owns it */
|
||||
virtual u32 addItem(const io::path& fullPath, u32 offset, u32 size, bool isDirectory, u32 id=0) = 0;
|
||||
|
||||
//! Sorts the file list. You should call this after adding any items to the file list
|
||||
virtual void sort() = 0;
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
} // end namespace io
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,273 +1,273 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_FILE_SYSTEM_H_INCLUDED__
|
||||
#define __I_FILE_SYSTEM_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "IFileArchive.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class IVideoDriver;
|
||||
} // end namespace video
|
||||
namespace io
|
||||
{
|
||||
|
||||
class IReadFile;
|
||||
class IWriteFile;
|
||||
class IFileList;
|
||||
class IAttributes;
|
||||
|
||||
|
||||
//! The FileSystem manages files and archives and provides access to them.
|
||||
/** It manages where files are, so that modules which use the the IO do not
|
||||
need to know where every file is located. A file could be in a .zip-Archive or
|
||||
as file on disk, using the IFileSystem makes no difference to this. */
|
||||
class IFileSystem : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Opens a file for read access.
|
||||
/** \param filename: Name of file to open.
|
||||
\return Pointer to the created file interface.
|
||||
The returned pointer should be dropped when no longer needed.
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IReadFile* createAndOpenFile(const path& filename) =0;
|
||||
|
||||
//! Creates an IReadFile interface for accessing memory like a file.
|
||||
/** This allows you to use a pointer to memory where an IReadFile is requested.
|
||||
\param memory: A pointer to the start of the file in memory
|
||||
\param len: The length of the memory in bytes
|
||||
\param fileName: The name given to this file
|
||||
\param deleteMemoryWhenDropped: True if the memory should be deleted
|
||||
along with the IReadFile when it is dropped.
|
||||
\return Pointer to the created file interface.
|
||||
The returned pointer should be dropped when no longer needed.
|
||||
See IReferenceCounted::drop() for more information.
|
||||
*/
|
||||
virtual IReadFile* createMemoryReadFile(const void* memory, s32 len, const path& fileName, bool deleteMemoryWhenDropped=false) =0;
|
||||
|
||||
//! Creates an IReadFile interface for accessing files inside files.
|
||||
/** This is useful e.g. for archives.
|
||||
\param fileName: The name given to this file
|
||||
\param alreadyOpenedFile: Pointer to the enclosing file
|
||||
\param pos: Start of the file inside alreadyOpenedFile
|
||||
\param areaSize: The length of the file
|
||||
\return A pointer to the created file interface.
|
||||
The returned pointer should be dropped when no longer needed.
|
||||
See IReferenceCounted::drop() for more information.
|
||||
*/
|
||||
virtual IReadFile* createLimitReadFile(const path& fileName,
|
||||
IReadFile* alreadyOpenedFile, long pos, long areaSize) =0;
|
||||
|
||||
//! Creates an IWriteFile interface for accessing memory like a file.
|
||||
/** This allows you to use a pointer to memory where an IWriteFile is requested.
|
||||
You are responsible for allocating enough memory.
|
||||
\param memory: A pointer to the start of the file in memory (allocated by you)
|
||||
\param len: The length of the memory in bytes
|
||||
\param fileName: The name given to this file
|
||||
\param deleteMemoryWhenDropped: True if the memory should be deleted
|
||||
along with the IWriteFile when it is dropped.
|
||||
\return Pointer to the created file interface.
|
||||
The returned pointer should be dropped when no longer needed.
|
||||
See IReferenceCounted::drop() for more information.
|
||||
*/
|
||||
virtual IWriteFile* createMemoryWriteFile(void* memory, s32 len, const path& fileName, bool deleteMemoryWhenDropped=false) =0;
|
||||
|
||||
|
||||
//! Opens a file for write access.
|
||||
/** \param filename: Name of file to open.
|
||||
\param append: If the file already exist, all write operations are
|
||||
appended to the file.
|
||||
\return Pointer to the created file interface. 0 is returned, if the
|
||||
file could not created or opened for writing.
|
||||
The returned pointer should be dropped when no longer needed.
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IWriteFile* createAndWriteFile(const path& filename, bool append=false) =0;
|
||||
|
||||
//! Adds an archive to the file system.
|
||||
/** After calling this, the Irrlicht Engine will also search and open
|
||||
files directly from this archive. This is useful for hiding data from
|
||||
the end user, speeding up file access and making it possible to access
|
||||
for example Quake3 .pk3 files, which are just renamed .zip files. By
|
||||
default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as
|
||||
archives. You can provide your own archive types by implementing
|
||||
IArchiveLoader and passing an instance to addArchiveLoader.
|
||||
Irrlicht supports AES-encrypted zip files, and the advanced compression
|
||||
techniques lzma and bzip2.
|
||||
\param filename: Filename of the archive to add to the file system.
|
||||
\param ignoreCase: If set to true, files in the archive can be accessed without
|
||||
writing all letters in the right case.
|
||||
\param ignorePaths: If set to true, files in the added archive can be accessed
|
||||
without its complete path.
|
||||
\param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then
|
||||
the type of archive will depend on the extension of the file name. If
|
||||
you use a different extension then you can use this parameter to force
|
||||
a specific type of archive.
|
||||
\param password An optional password, which is used in case of encrypted archives.
|
||||
\param retArchive A pointer that will be set to the archive that is added.
|
||||
\return True if the archive was added successfully, false if not. */
|
||||
virtual bool addFileArchive(const path& filename, bool ignoreCase=true,
|
||||
bool ignorePaths=true,
|
||||
E_FILE_ARCHIVE_TYPE archiveType=EFAT_UNKNOWN,
|
||||
const core::stringc& password="",
|
||||
IFileArchive** retArchive=0) =0;
|
||||
|
||||
//! Adds an archive to the file system.
|
||||
/** After calling this, the Irrlicht Engine will also search and open
|
||||
files directly from this archive. This is useful for hiding data from
|
||||
the end user, speeding up file access and making it possible to access
|
||||
for example Quake3 .pk3 files, which are just renamed .zip files. By
|
||||
default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as
|
||||
archives. You can provide your own archive types by implementing
|
||||
IArchiveLoader and passing an instance to addArchiveLoader.
|
||||
Irrlicht supports AES-encrypted zip files, and the advanced compression
|
||||
techniques lzma and bzip2.
|
||||
If you want to add a directory as an archive, prefix its name with a
|
||||
slash in order to let Irrlicht recognize it as a folder mount (mypath/).
|
||||
Using this technique one can build up a search order, because archives
|
||||
are read first, and can be used more easily with relative filenames.
|
||||
\param file: Archive to add to the file system.
|
||||
\param ignoreCase: If set to true, files in the archive can be accessed without
|
||||
writing all letters in the right case.
|
||||
\param ignorePaths: If set to true, files in the added archive can be accessed
|
||||
without its complete path.
|
||||
\param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then
|
||||
the type of archive will depend on the extension of the file name. If
|
||||
you use a different extension then you can use this parameter to force
|
||||
a specific type of archive.
|
||||
\param password An optional password, which is used in case of encrypted archives.
|
||||
\param retArchive A pointer that will be set to the archive that is added.
|
||||
\return True if the archive was added successfully, false if not. */
|
||||
virtual bool addFileArchive(IReadFile* file, bool ignoreCase=true,
|
||||
bool ignorePaths=true,
|
||||
E_FILE_ARCHIVE_TYPE archiveType=EFAT_UNKNOWN,
|
||||
const core::stringc& password="",
|
||||
IFileArchive** retArchive=0) =0;
|
||||
|
||||
//! Adds an archive to the file system.
|
||||
/** \param archive: The archive to add to the file system.
|
||||
\return True if the archive was added successfully, false if not. */
|
||||
virtual bool addFileArchive(IFileArchive* archive) =0;
|
||||
|
||||
//! Get the number of archives currently attached to the file system
|
||||
virtual u32 getFileArchiveCount() const =0;
|
||||
|
||||
//! Removes an archive from the file system.
|
||||
/** This will close the archive and free any file handles, but will not
|
||||
close resources which have already been loaded and are now cached, for
|
||||
example textures and meshes.
|
||||
\param index: The index of the archive to remove
|
||||
\return True on success, false on failure */
|
||||
virtual bool removeFileArchive(u32 index) =0;
|
||||
|
||||
//! Removes an archive from the file system.
|
||||
/** This will close the archive and free any file handles, but will not
|
||||
close resources which have already been loaded and are now cached, for
|
||||
example textures and meshes. Note that a relative filename might be
|
||||
interpreted differently on each call, depending on the current working
|
||||
directory. In case you want to remove an archive that was added using
|
||||
a relative path name, you have to change to the same working directory
|
||||
again. This means, that the filename given on creation is not an
|
||||
identifier for the archive, but just a usual filename that is used for
|
||||
locating the archive to work with.
|
||||
\param filename The archive pointed to by the name will be removed
|
||||
\return True on success, false on failure */
|
||||
virtual bool removeFileArchive(const path& filename) =0;
|
||||
|
||||
//! Removes an archive from the file system.
|
||||
/** This will close the archive and free any file handles, but will not
|
||||
close resources which have already been loaded and are now cached, for
|
||||
example textures and meshes.
|
||||
\param archive The archive to remove.
|
||||
\return True on success, false on failure */
|
||||
virtual bool removeFileArchive(const IFileArchive* archive) =0;
|
||||
|
||||
//! Changes the search order of attached archives.
|
||||
/**
|
||||
\param sourceIndex: The index of the archive to change
|
||||
\param relative: The relative change in position, archives with a lower index are searched first */
|
||||
virtual bool moveFileArchive(u32 sourceIndex, s32 relative) =0;
|
||||
|
||||
//! Get the archive at a given index.
|
||||
virtual IFileArchive* getFileArchive(u32 index) =0;
|
||||
|
||||
//! Adds an external archive loader to the engine.
|
||||
/** Use this function to add support for new archive types to the
|
||||
engine, for example proprietary or encrypted file storage. */
|
||||
virtual void addArchiveLoader(IArchiveLoader* loader) =0;
|
||||
|
||||
//! Gets the number of archive loaders currently added
|
||||
virtual u32 getArchiveLoaderCount() const = 0;
|
||||
|
||||
//! Retrieve the given archive loader
|
||||
/** \param index The index of the loader to retrieve. This parameter is an 0-based
|
||||
array index.
|
||||
\return A pointer to the specified loader, 0 if the index is incorrect. */
|
||||
virtual IArchiveLoader* getArchiveLoader(u32 index) const = 0;
|
||||
|
||||
//! Get the current working directory.
|
||||
/** \return Current working directory as a string. */
|
||||
virtual const path& getWorkingDirectory() =0;
|
||||
|
||||
//! Changes the current working directory.
|
||||
/** \param newDirectory: A string specifying the new working directory.
|
||||
The string is operating system dependent. Under Windows it has
|
||||
the form "<drive>:\<directory>\<sudirectory>\<..>". An example would be: "C:\Windows\"
|
||||
\return True if successful, otherwise false. */
|
||||
virtual bool changeWorkingDirectoryTo(const path& newDirectory) =0;
|
||||
|
||||
//! Converts a relative path to an absolute (unique) path, resolving symbolic links if required
|
||||
/** \param filename Possibly relative file or directory name to query.
|
||||
\result Absolute filename which points to the same file. */
|
||||
virtual path getAbsolutePath(const path& filename) const =0;
|
||||
|
||||
//! Get the directory a file is located in.
|
||||
/** \param filename: The file to get the directory from.
|
||||
\return String containing the directory of the file. */
|
||||
virtual path getFileDir(const path& filename) const =0;
|
||||
|
||||
//! Get the base part of a filename, i.e. the name without the directory part.
|
||||
/** If no directory is prefixed, the full name is returned.
|
||||
\param filename: The file to get the basename from
|
||||
\param keepExtension True if filename with extension is returned otherwise everything
|
||||
after the final '.' is removed as well. */
|
||||
virtual path getFileBasename(const path& filename, bool keepExtension=true) const =0;
|
||||
|
||||
//! flatten a path and file name for example: "/you/me/../." becomes "/you"
|
||||
virtual path& flattenFilename(path& directory, const path& root="/") const =0;
|
||||
|
||||
//! Get the relative filename, relative to the given directory
|
||||
virtual path getRelativeFilename(const path& filename, const path& directory) const =0;
|
||||
|
||||
//! Creates a list of files and directories in the current working directory and returns it.
|
||||
/** \return a Pointer to the created IFileList is returned. After the list has been used
|
||||
it has to be deleted using its IFileList::drop() method.
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IFileList* createFileList() =0;
|
||||
|
||||
//! Creates an empty filelist
|
||||
/** \return a Pointer to the created IFileList is returned. After the list has been used
|
||||
it has to be deleted using its IFileList::drop() method.
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IFileList* createEmptyFileList(const io::path& path, bool ignoreCase, bool ignorePaths) =0;
|
||||
|
||||
//! Set the active type of file system.
|
||||
virtual EFileSystemType setFileListSystem(EFileSystemType listType) =0;
|
||||
|
||||
//! Determines if a file exists and could be opened.
|
||||
/** \param filename is the string identifying the file which should be tested for existence.
|
||||
\return True if file exists, and false if it does not exist or an error occurred. */
|
||||
virtual bool existFile(const path& filename) const =0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_FILE_SYSTEM_H_INCLUDED__
|
||||
#define __I_FILE_SYSTEM_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "IFileArchive.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class IVideoDriver;
|
||||
} // end namespace video
|
||||
namespace io
|
||||
{
|
||||
|
||||
class IReadFile;
|
||||
class IWriteFile;
|
||||
class IFileList;
|
||||
class IAttributes;
|
||||
|
||||
|
||||
//! The FileSystem manages files and archives and provides access to them.
|
||||
/** It manages where files are, so that modules which use the the IO do not
|
||||
need to know where every file is located. A file could be in a .zip-Archive or
|
||||
as file on disk, using the IFileSystem makes no difference to this. */
|
||||
class IFileSystem : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Opens a file for read access.
|
||||
/** \param filename: Name of file to open.
|
||||
\return Pointer to the created file interface.
|
||||
The returned pointer should be dropped when no longer needed.
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IReadFile* createAndOpenFile(const path& filename) =0;
|
||||
|
||||
//! Creates an IReadFile interface for accessing memory like a file.
|
||||
/** This allows you to use a pointer to memory where an IReadFile is requested.
|
||||
\param memory: A pointer to the start of the file in memory
|
||||
\param len: The length of the memory in bytes
|
||||
\param fileName: The name given to this file
|
||||
\param deleteMemoryWhenDropped: True if the memory should be deleted
|
||||
along with the IReadFile when it is dropped.
|
||||
\return Pointer to the created file interface.
|
||||
The returned pointer should be dropped when no longer needed.
|
||||
See IReferenceCounted::drop() for more information.
|
||||
*/
|
||||
virtual IReadFile* createMemoryReadFile(const void* memory, s32 len, const path& fileName, bool deleteMemoryWhenDropped=false) =0;
|
||||
|
||||
//! Creates an IReadFile interface for accessing files inside files.
|
||||
/** This is useful e.g. for archives.
|
||||
\param fileName: The name given to this file
|
||||
\param alreadyOpenedFile: Pointer to the enclosing file
|
||||
\param pos: Start of the file inside alreadyOpenedFile
|
||||
\param areaSize: The length of the file
|
||||
\return A pointer to the created file interface.
|
||||
The returned pointer should be dropped when no longer needed.
|
||||
See IReferenceCounted::drop() for more information.
|
||||
*/
|
||||
virtual IReadFile* createLimitReadFile(const path& fileName,
|
||||
IReadFile* alreadyOpenedFile, long pos, long areaSize) =0;
|
||||
|
||||
//! Creates an IWriteFile interface for accessing memory like a file.
|
||||
/** This allows you to use a pointer to memory where an IWriteFile is requested.
|
||||
You are responsible for allocating enough memory.
|
||||
\param memory: A pointer to the start of the file in memory (allocated by you)
|
||||
\param len: The length of the memory in bytes
|
||||
\param fileName: The name given to this file
|
||||
\param deleteMemoryWhenDropped: True if the memory should be deleted
|
||||
along with the IWriteFile when it is dropped.
|
||||
\return Pointer to the created file interface.
|
||||
The returned pointer should be dropped when no longer needed.
|
||||
See IReferenceCounted::drop() for more information.
|
||||
*/
|
||||
virtual IWriteFile* createMemoryWriteFile(void* memory, s32 len, const path& fileName, bool deleteMemoryWhenDropped=false) =0;
|
||||
|
||||
|
||||
//! Opens a file for write access.
|
||||
/** \param filename: Name of file to open.
|
||||
\param append: If the file already exist, all write operations are
|
||||
appended to the file.
|
||||
\return Pointer to the created file interface. 0 is returned, if the
|
||||
file could not created or opened for writing.
|
||||
The returned pointer should be dropped when no longer needed.
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IWriteFile* createAndWriteFile(const path& filename, bool append=false) =0;
|
||||
|
||||
//! Adds an archive to the file system.
|
||||
/** After calling this, the Irrlicht Engine will also search and open
|
||||
files directly from this archive. This is useful for hiding data from
|
||||
the end user, speeding up file access and making it possible to access
|
||||
for example Quake3 .pk3 files, which are just renamed .zip files. By
|
||||
default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as
|
||||
archives. You can provide your own archive types by implementing
|
||||
IArchiveLoader and passing an instance to addArchiveLoader.
|
||||
Irrlicht supports AES-encrypted zip files, and the advanced compression
|
||||
techniques lzma and bzip2.
|
||||
\param filename: Filename of the archive to add to the file system.
|
||||
\param ignoreCase: If set to true, files in the archive can be accessed without
|
||||
writing all letters in the right case.
|
||||
\param ignorePaths: If set to true, files in the added archive can be accessed
|
||||
without its complete path.
|
||||
\param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then
|
||||
the type of archive will depend on the extension of the file name. If
|
||||
you use a different extension then you can use this parameter to force
|
||||
a specific type of archive.
|
||||
\param password An optional password, which is used in case of encrypted archives.
|
||||
\param retArchive A pointer that will be set to the archive that is added.
|
||||
\return True if the archive was added successfully, false if not. */
|
||||
virtual bool addFileArchive(const path& filename, bool ignoreCase=true,
|
||||
bool ignorePaths=true,
|
||||
E_FILE_ARCHIVE_TYPE archiveType=EFAT_UNKNOWN,
|
||||
const core::stringc& password="",
|
||||
IFileArchive** retArchive=0) =0;
|
||||
|
||||
//! Adds an archive to the file system.
|
||||
/** After calling this, the Irrlicht Engine will also search and open
|
||||
files directly from this archive. This is useful for hiding data from
|
||||
the end user, speeding up file access and making it possible to access
|
||||
for example Quake3 .pk3 files, which are just renamed .zip files. By
|
||||
default Irrlicht supports ZIP, PAK, TAR, PNK, and directories as
|
||||
archives. You can provide your own archive types by implementing
|
||||
IArchiveLoader and passing an instance to addArchiveLoader.
|
||||
Irrlicht supports AES-encrypted zip files, and the advanced compression
|
||||
techniques lzma and bzip2.
|
||||
If you want to add a directory as an archive, prefix its name with a
|
||||
slash in order to let Irrlicht recognize it as a folder mount (mypath/).
|
||||
Using this technique one can build up a search order, because archives
|
||||
are read first, and can be used more easily with relative filenames.
|
||||
\param file: Archive to add to the file system.
|
||||
\param ignoreCase: If set to true, files in the archive can be accessed without
|
||||
writing all letters in the right case.
|
||||
\param ignorePaths: If set to true, files in the added archive can be accessed
|
||||
without its complete path.
|
||||
\param archiveType: If no specific E_FILE_ARCHIVE_TYPE is selected then
|
||||
the type of archive will depend on the extension of the file name. If
|
||||
you use a different extension then you can use this parameter to force
|
||||
a specific type of archive.
|
||||
\param password An optional password, which is used in case of encrypted archives.
|
||||
\param retArchive A pointer that will be set to the archive that is added.
|
||||
\return True if the archive was added successfully, false if not. */
|
||||
virtual bool addFileArchive(IReadFile* file, bool ignoreCase=true,
|
||||
bool ignorePaths=true,
|
||||
E_FILE_ARCHIVE_TYPE archiveType=EFAT_UNKNOWN,
|
||||
const core::stringc& password="",
|
||||
IFileArchive** retArchive=0) =0;
|
||||
|
||||
//! Adds an archive to the file system.
|
||||
/** \param archive: The archive to add to the file system.
|
||||
\return True if the archive was added successfully, false if not. */
|
||||
virtual bool addFileArchive(IFileArchive* archive) =0;
|
||||
|
||||
//! Get the number of archives currently attached to the file system
|
||||
virtual u32 getFileArchiveCount() const =0;
|
||||
|
||||
//! Removes an archive from the file system.
|
||||
/** This will close the archive and free any file handles, but will not
|
||||
close resources which have already been loaded and are now cached, for
|
||||
example textures and meshes.
|
||||
\param index: The index of the archive to remove
|
||||
\return True on success, false on failure */
|
||||
virtual bool removeFileArchive(u32 index) =0;
|
||||
|
||||
//! Removes an archive from the file system.
|
||||
/** This will close the archive and free any file handles, but will not
|
||||
close resources which have already been loaded and are now cached, for
|
||||
example textures and meshes. Note that a relative filename might be
|
||||
interpreted differently on each call, depending on the current working
|
||||
directory. In case you want to remove an archive that was added using
|
||||
a relative path name, you have to change to the same working directory
|
||||
again. This means, that the filename given on creation is not an
|
||||
identifier for the archive, but just a usual filename that is used for
|
||||
locating the archive to work with.
|
||||
\param filename The archive pointed to by the name will be removed
|
||||
\return True on success, false on failure */
|
||||
virtual bool removeFileArchive(const path& filename) =0;
|
||||
|
||||
//! Removes an archive from the file system.
|
||||
/** This will close the archive and free any file handles, but will not
|
||||
close resources which have already been loaded and are now cached, for
|
||||
example textures and meshes.
|
||||
\param archive The archive to remove.
|
||||
\return True on success, false on failure */
|
||||
virtual bool removeFileArchive(const IFileArchive* archive) =0;
|
||||
|
||||
//! Changes the search order of attached archives.
|
||||
/**
|
||||
\param sourceIndex: The index of the archive to change
|
||||
\param relative: The relative change in position, archives with a lower index are searched first */
|
||||
virtual bool moveFileArchive(u32 sourceIndex, s32 relative) =0;
|
||||
|
||||
//! Get the archive at a given index.
|
||||
virtual IFileArchive* getFileArchive(u32 index) =0;
|
||||
|
||||
//! Adds an external archive loader to the engine.
|
||||
/** Use this function to add support for new archive types to the
|
||||
engine, for example proprietary or encrypted file storage. */
|
||||
virtual void addArchiveLoader(IArchiveLoader* loader) =0;
|
||||
|
||||
//! Gets the number of archive loaders currently added
|
||||
virtual u32 getArchiveLoaderCount() const = 0;
|
||||
|
||||
//! Retrieve the given archive loader
|
||||
/** \param index The index of the loader to retrieve. This parameter is an 0-based
|
||||
array index.
|
||||
\return A pointer to the specified loader, 0 if the index is incorrect. */
|
||||
virtual IArchiveLoader* getArchiveLoader(u32 index) const = 0;
|
||||
|
||||
//! Get the current working directory.
|
||||
/** \return Current working directory as a string. */
|
||||
virtual const path& getWorkingDirectory() =0;
|
||||
|
||||
//! Changes the current working directory.
|
||||
/** \param newDirectory: A string specifying the new working directory.
|
||||
The string is operating system dependent. Under Windows it has
|
||||
the form "<drive>:\<directory>\<sudirectory>\<..>". An example would be: "C:\Windows\"
|
||||
\return True if successful, otherwise false. */
|
||||
virtual bool changeWorkingDirectoryTo(const path& newDirectory) =0;
|
||||
|
||||
//! Converts a relative path to an absolute (unique) path, resolving symbolic links if required
|
||||
/** \param filename Possibly relative file or directory name to query.
|
||||
\result Absolute filename which points to the same file. */
|
||||
virtual path getAbsolutePath(const path& filename) const =0;
|
||||
|
||||
//! Get the directory a file is located in.
|
||||
/** \param filename: The file to get the directory from.
|
||||
\return String containing the directory of the file. */
|
||||
virtual path getFileDir(const path& filename) const =0;
|
||||
|
||||
//! Get the base part of a filename, i.e. the name without the directory part.
|
||||
/** If no directory is prefixed, the full name is returned.
|
||||
\param filename: The file to get the basename from
|
||||
\param keepExtension True if filename with extension is returned otherwise everything
|
||||
after the final '.' is removed as well. */
|
||||
virtual path getFileBasename(const path& filename, bool keepExtension=true) const =0;
|
||||
|
||||
//! flatten a path and file name for example: "/you/me/../." becomes "/you"
|
||||
virtual path& flattenFilename(path& directory, const path& root="/") const =0;
|
||||
|
||||
//! Get the relative filename, relative to the given directory
|
||||
virtual path getRelativeFilename(const path& filename, const path& directory) const =0;
|
||||
|
||||
//! Creates a list of files and directories in the current working directory and returns it.
|
||||
/** \return a Pointer to the created IFileList is returned. After the list has been used
|
||||
it has to be deleted using its IFileList::drop() method.
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IFileList* createFileList() =0;
|
||||
|
||||
//! Creates an empty filelist
|
||||
/** \return a Pointer to the created IFileList is returned. After the list has been used
|
||||
it has to be deleted using its IFileList::drop() method.
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IFileList* createEmptyFileList(const io::path& path, bool ignoreCase, bool ignorePaths) =0;
|
||||
|
||||
//! Set the active type of file system.
|
||||
virtual EFileSystemType setFileListSystem(EFileSystemType listType) =0;
|
||||
|
||||
//! Determines if a file exists and could be opened.
|
||||
/** \param filename is the string identifying the file which should be tested for existence.
|
||||
\return True if file exists, and false if it does not exist or an error occurred. */
|
||||
virtual bool existFile(const path& filename) const =0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,455 +1,455 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
|
||||
#define __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
|
||||
|
||||
#include "EShaderTypes.h"
|
||||
#include "EMaterialTypes.h"
|
||||
#include "EPrimitiveTypes.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
namespace io
|
||||
{
|
||||
class IReadFile;
|
||||
} // end namespace io
|
||||
|
||||
namespace video
|
||||
{
|
||||
|
||||
class IVideoDriver;
|
||||
class IShaderConstantSetCallBack;
|
||||
|
||||
//! Interface making it possible to create and use programs running on the GPU.
|
||||
class IGPUProgrammingServices
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~IGPUProgrammingServices() {}
|
||||
|
||||
//! Adds a new high-level shading material renderer to the VideoDriver.
|
||||
/** Currently only HLSL/D3D9 and GLSL/OpenGL are supported.
|
||||
\param vertexShaderProgram String containing the source of the vertex
|
||||
shader program. This can be 0 if no vertex program shall be used.
|
||||
\param vertexShaderEntryPointName Name of the entry function of the
|
||||
vertexShaderProgram (p.e. "main")
|
||||
\param vsCompileTarget Vertex shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param pixelShaderProgram String containing the source of the pixel
|
||||
shader program. This can be 0 if no pixel shader shall be used.
|
||||
\param pixelShaderEntryPointName Entry name of the function of the
|
||||
pixelShaderProgram (p.e. "main")
|
||||
\param psCompileTarget Pixel shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param geometryShaderProgram String containing the source of the
|
||||
geometry shader program. This can be 0 if no geometry shader shall be
|
||||
used.
|
||||
\param geometryShaderEntryPointName Entry name of the function of the
|
||||
geometryShaderProgram (p.e. "main")
|
||||
\param gsCompileTarget Geometry shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param inType Type of vertices passed to geometry shader
|
||||
\param outType Type of vertices created by geometry shader
|
||||
\param verticesOut Maximal number of vertices created by geometry
|
||||
shader. If 0, maximal number supported is assumed.
|
||||
\param callback Pointer to an implementation of
|
||||
IShaderConstantSetCallBack in which you can set the needed vertex,
|
||||
pixel, and geometry shader program constants. Set this to 0 if you
|
||||
don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
||||
shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an error
|
||||
occurred, e.g. if a shader program could not be compiled or a compile
|
||||
target is not reachable. The error strings are then printed to the
|
||||
error log and can be caught with a custom event receiver. */
|
||||
virtual s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const c8* pixelShaderProgram,
|
||||
const c8* pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const c8* geometryShaderProgram,
|
||||
const c8* geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! convenience function for use without geometry shaders
|
||||
s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName="main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget=EVST_VS_1_1,
|
||||
const c8* pixelShaderProgram=0,
|
||||
const c8* pixelShaderEntryPointName="main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget=EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack* callback=0,
|
||||
E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID,
|
||||
s32 userData=0)
|
||||
{
|
||||
return addHighLevelShaderMaterial(
|
||||
vertexShaderProgram, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgram,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, without geometry shader
|
||||
/** All shader names are set to "main" and compile targets are shader
|
||||
type 1.1.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* pixelShaderProgram=0,
|
||||
IShaderConstantSetCallBack* callback=0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData=0)
|
||||
{
|
||||
return addHighLevelShaderMaterial(
|
||||
vertexShaderProgram, "main",
|
||||
EVST_VS_1_1, pixelShaderProgram,
|
||||
"main", EPST_PS_1_1,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, with geometry shader
|
||||
/** All shader names are set to "main" and compile targets are shader
|
||||
type 1.1 and geometry shader 4.0.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* pixelShaderProgram = 0,
|
||||
const c8* geometryShaderProgram = 0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0 )
|
||||
{
|
||||
return addHighLevelShaderMaterial(
|
||||
vertexShaderProgram, "main",
|
||||
EVST_VS_1_1, pixelShaderProgram,
|
||||
"main", EPST_PS_1_1,
|
||||
geometryShaderProgram, "main", EGST_GS_4_0,
|
||||
inType, outType, verticesOut,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
||||
/** \param vertexShaderProgramFileName Text file containing the source
|
||||
of the vertex shader program. Set to empty string if no vertex shader
|
||||
shall be created.
|
||||
\param vertexShaderEntryPointName Name of the entry function of the
|
||||
vertexShaderProgram (p.e. "main")
|
||||
\param vsCompileTarget Vertex shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param pixelShaderProgramFileName Text file containing the source of
|
||||
the pixel shader program. Set to empty string if no pixel shader shall
|
||||
be created.
|
||||
\param pixelShaderEntryPointName Entry name of the function of the
|
||||
pixelShaderProgram (p.e. "main")
|
||||
\param psCompileTarget Pixel shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param geometryShaderProgramFileName Name of the source of
|
||||
the geometry shader program. Set to empty string if no geometry shader
|
||||
shall be created.
|
||||
\param geometryShaderEntryPointName Entry name of the function of the
|
||||
geometryShaderProgram (p.e. "main")
|
||||
\param gsCompileTarget Geometry shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param inType Type of vertices passed to geometry shader
|
||||
\param outType Type of vertices created by geometry shader
|
||||
\param verticesOut Maximal number of vertices created by geometry
|
||||
shader. If 0, maximal number supported is assumed.
|
||||
\param callback Pointer to an implementation of
|
||||
IShaderConstantSetCallBack in which you can set the needed vertex,
|
||||
pixel, and geometry shader program constants. Set this to 0 if you
|
||||
don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
||||
shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an error
|
||||
occurred, e.g. if a shader program could not be compiled or a compile
|
||||
target is not reachable. The error strings are then printed to the
|
||||
error log and can be caught with a custom event receiver. */
|
||||
virtual s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const c8* vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const io::path& pixelShaderProgramFileName,
|
||||
const c8* pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const io::path& geometryShaderProgramFileName,
|
||||
const c8* geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! convenience function for use without geometry shaders
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const c8* vertexShaderEntryPointName = "main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
const io::path& pixelShaderProgramFileName = "",
|
||||
const c8* pixelShaderEntryPointName = "main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgramFileName, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgramFileName,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
"", "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, without geometry shader
|
||||
/** All shader names are set to "main" and compile targets are shader
|
||||
type 1.1.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const io::path& pixelShaderProgramFileName = "",
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0 )
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgramFileName, "main",
|
||||
EVST_VS_1_1, pixelShaderProgramFileName,
|
||||
"main", EPST_PS_1_1,
|
||||
"", "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, with geometry shader
|
||||
/** All shader names are set to "main" and compile targets are shader
|
||||
type 1.1 and geometry shader 4.0.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const io::path& pixelShaderProgramFileName = "",
|
||||
const io::path& geometryShaderProgramFileName = "",
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0 )
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgramFileName, "main",
|
||||
EVST_VS_1_1, pixelShaderProgramFileName,
|
||||
"main", EPST_PS_1_1,
|
||||
geometryShaderProgramFileName, "main", EGST_GS_4_0,
|
||||
inType, outType, verticesOut,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
||||
/** \param vertexShaderProgram Text file handle containing the source
|
||||
of the vertex shader program. Set to 0 if no vertex shader shall be
|
||||
created.
|
||||
\param vertexShaderEntryPointName Name of the entry function of the
|
||||
vertexShaderProgram
|
||||
\param vsCompileTarget Vertex shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param pixelShaderProgram Text file handle containing the source of
|
||||
the pixel shader program. Set to 0 if no pixel shader shall be created.
|
||||
\param pixelShaderEntryPointName Entry name of the function of the
|
||||
pixelShaderProgram (p.e. "main")
|
||||
\param psCompileTarget Pixel shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param geometryShaderProgram Text file handle containing the source of
|
||||
the geometry shader program. Set to 0 if no geometry shader shall be
|
||||
created.
|
||||
\param geometryShaderEntryPointName Entry name of the function of the
|
||||
geometryShaderProgram (p.e. "main")
|
||||
\param gsCompileTarget Geometry shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param inType Type of vertices passed to geometry shader
|
||||
\param outType Type of vertices created by geometry shader
|
||||
\param verticesOut Maximal number of vertices created by geometry
|
||||
shader. If 0, maximal number supported is assumed.
|
||||
\param callback Pointer to an implementation of
|
||||
IShaderConstantSetCallBack in which you can set the needed vertex and
|
||||
pixel shader program constants. Set this to 0 if you don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
||||
shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred, e.g. if a shader program could not be compiled or a
|
||||
compile target is not reachable. The error strings are then printed to
|
||||
the error log and can be caught with a custom event receiver. */
|
||||
virtual s32 addHighLevelShaderMaterialFromFiles(
|
||||
io::IReadFile* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
io::IReadFile* pixelShaderProgram,
|
||||
const c8* pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
io::IReadFile* geometryShaderProgram,
|
||||
const c8* geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! convenience function for use without geometry shaders
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
io::IReadFile* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName = "main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
io::IReadFile* pixelShaderProgram = 0,
|
||||
const c8* pixelShaderEntryPointName = "main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgram, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgram,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! Adds a new ASM shader material renderer to the VideoDriver
|
||||
/** Note that it is a good idea to call IVideoDriver::queryFeature() in
|
||||
advance to check if the IVideoDriver supports the vertex and/or pixel
|
||||
shader version your are using.
|
||||
|
||||
The material is added to the VideoDriver like with
|
||||
IVideoDriver::addMaterialRenderer() and can be used like it had been
|
||||
added with that method.
|
||||
\param vertexShaderProgram String containing the source of the vertex
|
||||
shader program. This can be 0 if no vertex program shall be used.
|
||||
|
||||
For DX8 programs, the will always input registers look like this: v0:
|
||||
position, v1: normal, v2: color, v3: texture coordinates, v4: texture
|
||||
coordinates 2 if available.
|
||||
|
||||
For DX9 programs, you can manually set the registers using the dcl_
|
||||
statements.
|
||||
\param pixelShaderProgram String containing the source of the pixel
|
||||
shader program. This can be 0 if you don't want to use a pixel shader.
|
||||
\param callback Pointer to an implementation of
|
||||
IShaderConstantSetCallBack in which you can set the needed vertex and
|
||||
pixel shader program constants. Set this to 0 if you don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
||||
shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Returns the number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred. -1 is returned for example if a vertex or pixel shader
|
||||
program could not be compiled, the error strings are then printed out
|
||||
into the error log, and can be caught with a custom event receiver. */
|
||||
virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,
|
||||
const c8* pixelShaderProgram = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
||||
/** \param vertexShaderProgram Text file containing the source of the
|
||||
vertex shader program. Set to 0 if no shader shall be created.
|
||||
\param pixelShaderProgram Text file containing the source of the pixel
|
||||
shader program. Set to 0 if no shader shall be created.
|
||||
\param callback Pointer to an IShaderConstantSetCallback object to
|
||||
which the OnSetConstants function is called.
|
||||
\param baseMaterial baseMaterial
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Returns the number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred. -1 is returned for example if a vertex or pixel shader
|
||||
program could not be compiled, the error strings are then printed out
|
||||
into the error log, and can be caught with a custom event receiver. */
|
||||
virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram,
|
||||
io::IReadFile* pixelShaderProgram,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
||||
/** \param vertexShaderProgramFileName Text file name containing the
|
||||
source of the vertex shader program. Set to 0 if no shader shall be
|
||||
created.
|
||||
\param pixelShaderProgramFileName Text file name containing the source
|
||||
of the pixel shader program. Set to 0 if no shader shall be created.
|
||||
\param callback Pointer to an IShaderConstantSetCallback object on
|
||||
which the OnSetConstants function is called.
|
||||
\param baseMaterial baseMaterial
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Returns the number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred. -1 is returned for example if a vertex or pixel shader
|
||||
program could not be compiled, the error strings are then printed out
|
||||
into the error log, and can be caught with a custom event receiver. */
|
||||
virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,
|
||||
const io::path& pixelShaderProgramFileName,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
|
||||
#define __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
|
||||
|
||||
#include "EShaderTypes.h"
|
||||
#include "EMaterialTypes.h"
|
||||
#include "EPrimitiveTypes.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
namespace io
|
||||
{
|
||||
class IReadFile;
|
||||
} // end namespace io
|
||||
|
||||
namespace video
|
||||
{
|
||||
|
||||
class IVideoDriver;
|
||||
class IShaderConstantSetCallBack;
|
||||
|
||||
//! Interface making it possible to create and use programs running on the GPU.
|
||||
class IGPUProgrammingServices
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~IGPUProgrammingServices() {}
|
||||
|
||||
//! Adds a new high-level shading material renderer to the VideoDriver.
|
||||
/** Currently only HLSL/D3D9 and GLSL/OpenGL are supported.
|
||||
\param vertexShaderProgram String containing the source of the vertex
|
||||
shader program. This can be 0 if no vertex program shall be used.
|
||||
\param vertexShaderEntryPointName Name of the entry function of the
|
||||
vertexShaderProgram (p.e. "main")
|
||||
\param vsCompileTarget Vertex shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param pixelShaderProgram String containing the source of the pixel
|
||||
shader program. This can be 0 if no pixel shader shall be used.
|
||||
\param pixelShaderEntryPointName Entry name of the function of the
|
||||
pixelShaderProgram (p.e. "main")
|
||||
\param psCompileTarget Pixel shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param geometryShaderProgram String containing the source of the
|
||||
geometry shader program. This can be 0 if no geometry shader shall be
|
||||
used.
|
||||
\param geometryShaderEntryPointName Entry name of the function of the
|
||||
geometryShaderProgram (p.e. "main")
|
||||
\param gsCompileTarget Geometry shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param inType Type of vertices passed to geometry shader
|
||||
\param outType Type of vertices created by geometry shader
|
||||
\param verticesOut Maximal number of vertices created by geometry
|
||||
shader. If 0, maximal number supported is assumed.
|
||||
\param callback Pointer to an implementation of
|
||||
IShaderConstantSetCallBack in which you can set the needed vertex,
|
||||
pixel, and geometry shader program constants. Set this to 0 if you
|
||||
don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
||||
shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an error
|
||||
occurred, e.g. if a shader program could not be compiled or a compile
|
||||
target is not reachable. The error strings are then printed to the
|
||||
error log and can be caught with a custom event receiver. */
|
||||
virtual s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const c8* pixelShaderProgram,
|
||||
const c8* pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const c8* geometryShaderProgram,
|
||||
const c8* geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! convenience function for use without geometry shaders
|
||||
s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName="main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget=EVST_VS_1_1,
|
||||
const c8* pixelShaderProgram=0,
|
||||
const c8* pixelShaderEntryPointName="main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget=EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack* callback=0,
|
||||
E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID,
|
||||
s32 userData=0)
|
||||
{
|
||||
return addHighLevelShaderMaterial(
|
||||
vertexShaderProgram, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgram,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, without geometry shader
|
||||
/** All shader names are set to "main" and compile targets are shader
|
||||
type 1.1.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* pixelShaderProgram=0,
|
||||
IShaderConstantSetCallBack* callback=0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData=0)
|
||||
{
|
||||
return addHighLevelShaderMaterial(
|
||||
vertexShaderProgram, "main",
|
||||
EVST_VS_1_1, pixelShaderProgram,
|
||||
"main", EPST_PS_1_1,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, with geometry shader
|
||||
/** All shader names are set to "main" and compile targets are shader
|
||||
type 1.1 and geometry shader 4.0.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* pixelShaderProgram = 0,
|
||||
const c8* geometryShaderProgram = 0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0 )
|
||||
{
|
||||
return addHighLevelShaderMaterial(
|
||||
vertexShaderProgram, "main",
|
||||
EVST_VS_1_1, pixelShaderProgram,
|
||||
"main", EPST_PS_1_1,
|
||||
geometryShaderProgram, "main", EGST_GS_4_0,
|
||||
inType, outType, verticesOut,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
||||
/** \param vertexShaderProgramFileName Text file containing the source
|
||||
of the vertex shader program. Set to empty string if no vertex shader
|
||||
shall be created.
|
||||
\param vertexShaderEntryPointName Name of the entry function of the
|
||||
vertexShaderProgram (p.e. "main")
|
||||
\param vsCompileTarget Vertex shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param pixelShaderProgramFileName Text file containing the source of
|
||||
the pixel shader program. Set to empty string if no pixel shader shall
|
||||
be created.
|
||||
\param pixelShaderEntryPointName Entry name of the function of the
|
||||
pixelShaderProgram (p.e. "main")
|
||||
\param psCompileTarget Pixel shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param geometryShaderProgramFileName Name of the source of
|
||||
the geometry shader program. Set to empty string if no geometry shader
|
||||
shall be created.
|
||||
\param geometryShaderEntryPointName Entry name of the function of the
|
||||
geometryShaderProgram (p.e. "main")
|
||||
\param gsCompileTarget Geometry shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param inType Type of vertices passed to geometry shader
|
||||
\param outType Type of vertices created by geometry shader
|
||||
\param verticesOut Maximal number of vertices created by geometry
|
||||
shader. If 0, maximal number supported is assumed.
|
||||
\param callback Pointer to an implementation of
|
||||
IShaderConstantSetCallBack in which you can set the needed vertex,
|
||||
pixel, and geometry shader program constants. Set this to 0 if you
|
||||
don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
||||
shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an error
|
||||
occurred, e.g. if a shader program could not be compiled or a compile
|
||||
target is not reachable. The error strings are then printed to the
|
||||
error log and can be caught with a custom event receiver. */
|
||||
virtual s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const c8* vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const io::path& pixelShaderProgramFileName,
|
||||
const c8* pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const io::path& geometryShaderProgramFileName,
|
||||
const c8* geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! convenience function for use without geometry shaders
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const c8* vertexShaderEntryPointName = "main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
const io::path& pixelShaderProgramFileName = "",
|
||||
const c8* pixelShaderEntryPointName = "main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgramFileName, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgramFileName,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
"", "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, without geometry shader
|
||||
/** All shader names are set to "main" and compile targets are shader
|
||||
type 1.1.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const io::path& pixelShaderProgramFileName = "",
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0 )
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgramFileName, "main",
|
||||
EVST_VS_1_1, pixelShaderProgramFileName,
|
||||
"main", EPST_PS_1_1,
|
||||
"", "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, with geometry shader
|
||||
/** All shader names are set to "main" and compile targets are shader
|
||||
type 1.1 and geometry shader 4.0.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const io::path& pixelShaderProgramFileName = "",
|
||||
const io::path& geometryShaderProgramFileName = "",
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0 )
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgramFileName, "main",
|
||||
EVST_VS_1_1, pixelShaderProgramFileName,
|
||||
"main", EPST_PS_1_1,
|
||||
geometryShaderProgramFileName, "main", EGST_GS_4_0,
|
||||
inType, outType, verticesOut,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
||||
/** \param vertexShaderProgram Text file handle containing the source
|
||||
of the vertex shader program. Set to 0 if no vertex shader shall be
|
||||
created.
|
||||
\param vertexShaderEntryPointName Name of the entry function of the
|
||||
vertexShaderProgram
|
||||
\param vsCompileTarget Vertex shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param pixelShaderProgram Text file handle containing the source of
|
||||
the pixel shader program. Set to 0 if no pixel shader shall be created.
|
||||
\param pixelShaderEntryPointName Entry name of the function of the
|
||||
pixelShaderProgram (p.e. "main")
|
||||
\param psCompileTarget Pixel shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param geometryShaderProgram Text file handle containing the source of
|
||||
the geometry shader program. Set to 0 if no geometry shader shall be
|
||||
created.
|
||||
\param geometryShaderEntryPointName Entry name of the function of the
|
||||
geometryShaderProgram (p.e. "main")
|
||||
\param gsCompileTarget Geometry shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param inType Type of vertices passed to geometry shader
|
||||
\param outType Type of vertices created by geometry shader
|
||||
\param verticesOut Maximal number of vertices created by geometry
|
||||
shader. If 0, maximal number supported is assumed.
|
||||
\param callback Pointer to an implementation of
|
||||
IShaderConstantSetCallBack in which you can set the needed vertex and
|
||||
pixel shader program constants. Set this to 0 if you don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
||||
shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred, e.g. if a shader program could not be compiled or a
|
||||
compile target is not reachable. The error strings are then printed to
|
||||
the error log and can be caught with a custom event receiver. */
|
||||
virtual s32 addHighLevelShaderMaterialFromFiles(
|
||||
io::IReadFile* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
io::IReadFile* pixelShaderProgram,
|
||||
const c8* pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
io::IReadFile* geometryShaderProgram,
|
||||
const c8* geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! convenience function for use without geometry shaders
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
io::IReadFile* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName = "main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
io::IReadFile* pixelShaderProgram = 0,
|
||||
const c8* pixelShaderEntryPointName = "main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgram, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgram,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! Adds a new ASM shader material renderer to the VideoDriver
|
||||
/** Note that it is a good idea to call IVideoDriver::queryFeature() in
|
||||
advance to check if the IVideoDriver supports the vertex and/or pixel
|
||||
shader version your are using.
|
||||
|
||||
The material is added to the VideoDriver like with
|
||||
IVideoDriver::addMaterialRenderer() and can be used like it had been
|
||||
added with that method.
|
||||
\param vertexShaderProgram String containing the source of the vertex
|
||||
shader program. This can be 0 if no vertex program shall be used.
|
||||
|
||||
For DX8 programs, the will always input registers look like this: v0:
|
||||
position, v1: normal, v2: color, v3: texture coordinates, v4: texture
|
||||
coordinates 2 if available.
|
||||
|
||||
For DX9 programs, you can manually set the registers using the dcl_
|
||||
statements.
|
||||
\param pixelShaderProgram String containing the source of the pixel
|
||||
shader program. This can be 0 if you don't want to use a pixel shader.
|
||||
\param callback Pointer to an implementation of
|
||||
IShaderConstantSetCallBack in which you can set the needed vertex and
|
||||
pixel shader program constants. Set this to 0 if you don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
||||
shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Returns the number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred. -1 is returned for example if a vertex or pixel shader
|
||||
program could not be compiled, the error strings are then printed out
|
||||
into the error log, and can be caught with a custom event receiver. */
|
||||
virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,
|
||||
const c8* pixelShaderProgram = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
||||
/** \param vertexShaderProgram Text file containing the source of the
|
||||
vertex shader program. Set to 0 if no shader shall be created.
|
||||
\param pixelShaderProgram Text file containing the source of the pixel
|
||||
shader program. Set to 0 if no shader shall be created.
|
||||
\param callback Pointer to an IShaderConstantSetCallback object to
|
||||
which the OnSetConstants function is called.
|
||||
\param baseMaterial baseMaterial
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Returns the number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred. -1 is returned for example if a vertex or pixel shader
|
||||
program could not be compiled, the error strings are then printed out
|
||||
into the error log, and can be caught with a custom event receiver. */
|
||||
virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram,
|
||||
io::IReadFile* pixelShaderProgram,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
||||
/** \param vertexShaderProgramFileName Text file name containing the
|
||||
source of the vertex shader program. Set to 0 if no shader shall be
|
||||
created.
|
||||
\param pixelShaderProgramFileName Text file name containing the source
|
||||
of the pixel shader program. Set to 0 if no shader shall be created.
|
||||
\param callback Pointer to an IShaderConstantSetCallback object on
|
||||
which the OnSetConstants function is called.
|
||||
\param baseMaterial baseMaterial
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Returns the number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred. -1 is returned for example if a vertex or pixel shader
|
||||
program could not be compiled, the error strings are then printed out
|
||||
into the error log, and can be caught with a custom event receiver. */
|
||||
virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,
|
||||
const io::path& pixelShaderProgramFileName,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,268 +1,268 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_BUTTON_H_INCLUDED__
|
||||
#define __I_GUI_BUTTON_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
|
||||
namespace gui
|
||||
{
|
||||
class IGUIFont;
|
||||
class IGUISpriteBank;
|
||||
|
||||
//! Current state of buttons used for drawing sprites.
|
||||
//! Note that up to 3 states can be active at the same time:
|
||||
//! EGBS_BUTTON_UP or EGBS_BUTTON_DOWN
|
||||
//! EGBS_BUTTON_MOUSE_OVER or EGBS_BUTTON_MOUSE_OFF
|
||||
//! EGBS_BUTTON_FOCUSED or EGBS_BUTTON_NOT_FOCUSED
|
||||
enum EGUI_BUTTON_STATE
|
||||
{
|
||||
//! The button is not pressed.
|
||||
EGBS_BUTTON_UP=0,
|
||||
//! The button is currently pressed down.
|
||||
EGBS_BUTTON_DOWN,
|
||||
//! The mouse cursor is over the button
|
||||
EGBS_BUTTON_MOUSE_OVER,
|
||||
//! The mouse cursor is not over the button
|
||||
EGBS_BUTTON_MOUSE_OFF,
|
||||
//! The button has the focus
|
||||
EGBS_BUTTON_FOCUSED,
|
||||
//! The button doesn't have the focus
|
||||
EGBS_BUTTON_NOT_FOCUSED,
|
||||
//! The button is disabled All other states are ignored in that case.
|
||||
EGBS_BUTTON_DISABLED,
|
||||
//! not used, counts the number of enumerated items
|
||||
EGBS_COUNT
|
||||
};
|
||||
|
||||
//! Names for gui button state icons
|
||||
const c8* const GUIButtonStateNames[EGBS_COUNT+1] =
|
||||
{
|
||||
"buttonUp",
|
||||
"buttonDown",
|
||||
"buttonMouseOver",
|
||||
"buttonMouseOff",
|
||||
"buttonFocused",
|
||||
"buttonNotFocused",
|
||||
"buttonDisabled",
|
||||
0 // count
|
||||
};
|
||||
|
||||
//! State of buttons used for drawing texture images.
|
||||
//! Note that only a single state is active at a time
|
||||
//! Also when no image is defined for a state it will use images from another state
|
||||
//! and if that state is not set from the replacement for that,etc.
|
||||
//! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient.
|
||||
enum EGUI_BUTTON_IMAGE_STATE
|
||||
{
|
||||
//! When no other states have images they will all use this one.
|
||||
EGBIS_IMAGE_UP,
|
||||
//! When not set EGBIS_IMAGE_UP is used.
|
||||
EGBIS_IMAGE_UP_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_UP_MOUSEOVER is used.
|
||||
EGBIS_IMAGE_UP_FOCUSED,
|
||||
//! When not set EGBIS_IMAGE_UP_FOCUSED is used.
|
||||
EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_UP is used.
|
||||
EGBIS_IMAGE_DOWN,
|
||||
//! When not set EGBIS_IMAGE_DOWN is used.
|
||||
EGBIS_IMAGE_DOWN_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used.
|
||||
EGBIS_IMAGE_DOWN_FOCUSED,
|
||||
//! When not set EGBIS_IMAGE_DOWN_FOCUSED is used.
|
||||
EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state).
|
||||
EGBIS_IMAGE_DISABLED,
|
||||
//! not used, counts the number of enumerated items
|
||||
EGBIS_COUNT
|
||||
};
|
||||
|
||||
//! Names for gui button image states
|
||||
const c8* const GUIButtonImageStateNames[EGBIS_COUNT+1] =
|
||||
{
|
||||
"Image", // not "ImageUp" as it otherwise breaks serialization of old files
|
||||
"ImageUpOver",
|
||||
"ImageUpFocused",
|
||||
"ImageUpFocusedOver",
|
||||
"PressedImage", // not "ImageDown" as it otherwise breaks serialization of old files
|
||||
"ImageDownOver",
|
||||
"ImageDownFocused",
|
||||
"ImageDownFocusedOver",
|
||||
"ImageDisabled",
|
||||
0 // count
|
||||
};
|
||||
|
||||
//! GUI Button interface.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_BUTTON_CLICKED
|
||||
*/
|
||||
class IGUIButton : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIButton(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Sets another skin independent font.
|
||||
/** If this is set to zero, the button uses the font of the skin.
|
||||
\param font: New font to set. */
|
||||
virtual void setOverrideFont(IGUIFont* font=0) = 0;
|
||||
|
||||
//! Gets the override font (if any)
|
||||
/** \return The override font (may be 0) */
|
||||
virtual IGUIFont* getOverrideFont(void) const = 0;
|
||||
|
||||
//! Get the font which is used right now for drawing
|
||||
/** Currently this is the override font when one is set and the
|
||||
font of the active skin otherwise */
|
||||
virtual IGUIFont* getActiveFont() const = 0;
|
||||
|
||||
//! Sets another color for the button text.
|
||||
/** When set, this color is used instead of EGDC_BUTTON_TEXT/EGDC_GRAY_TEXT.
|
||||
You don't need to call enableOverrideColor(true), that's done by this function.
|
||||
If you want the the color of the skin back, call enableOverrideColor(false);
|
||||
\param color: New color of the text. */
|
||||
virtual void setOverrideColor(video::SColor color) = 0;
|
||||
|
||||
//! Gets the override color
|
||||
/** \return: The override color */
|
||||
virtual video::SColor getOverrideColor(void) const = 0;
|
||||
|
||||
//! Gets the currently used text color
|
||||
/** Either a skin-color for the current state or the override color */
|
||||
virtual video::SColor getActiveColor() const = 0;
|
||||
|
||||
//! Sets if the button text should use the override color or the color in the gui skin.
|
||||
/** \param enable: If set to true, the override color, which can be set
|
||||
with IGUIStaticText::setOverrideColor is used, otherwise the
|
||||
EGDC_BUTTON_TEXT or EGDC_GRAY_TEXT color of the skin. */
|
||||
virtual void enableOverrideColor(bool enable) = 0;
|
||||
|
||||
//! Checks if an override color is enabled
|
||||
/** \return true if the override color is enabled, false otherwise */
|
||||
virtual bool isOverrideColorEnabled(void) const = 0;
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in the given state.
|
||||
/** Only one image-state can be active at a time. Images are drawn below sprites.
|
||||
If a state is without image it will try to use images from other states as described
|
||||
in ::EGUI_BUTTON_IMAGE_STATE.
|
||||
Images are a little less flexible than sprites, but easier to use.
|
||||
\param state: One of ::EGUI_BUTTON_IMAGE_STATE
|
||||
\param image: Image to be displayed or NULL to remove the image
|
||||
\param sourceRect: Source rectangle on the image texture. When width or height are 0 then the full texture-size is used (default). */
|
||||
virtual void setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture* image=0, const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0)) = 0;
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in normal state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_UP, image); and might be deprecated in future revisions.
|
||||
\param image: Image to be displayed */
|
||||
virtual void setImage(video::ITexture* image=0) = 0;
|
||||
|
||||
//! Sets a background image for the button when it is in normal state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_UP, image, sourceRect); and might be deprecated in future revisions.
|
||||
\param image: Texture containing the image to be displayed
|
||||
\param sourceRect: Position in the texture, where the image is located.
|
||||
When width or height are 0 then the full texture-size is used */
|
||||
virtual void setImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;
|
||||
|
||||
//! Sets a background image for the button when it is in pressed state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image); and might be deprecated in future revisions.
|
||||
If no images is specified for the pressed state via
|
||||
setPressedImage(), this image is also drawn in pressed state.
|
||||
\param image: Image to be displayed */
|
||||
virtual void setPressedImage(video::ITexture* image=0) = 0;
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in pressed state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image, sourceRect); and might be deprecated in future revisions.
|
||||
\param image: Texture containing the image to be displayed
|
||||
\param sourceRect: Position in the texture, where the image is located */
|
||||
virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;
|
||||
|
||||
|
||||
//! Sets the sprite bank used by the button
|
||||
/** NOTE: The spritebank itself is _not_ serialized so far. The sprites are serialized.
|
||||
Which means after loading the gui you still have to set the spritebank manually. */
|
||||
virtual void setSpriteBank(IGUISpriteBank* bank=0) = 0;
|
||||
|
||||
//! Sets the animated sprite for a specific button state
|
||||
/** Several sprites can be drawn at the same time.
|
||||
Sprites can be animated.
|
||||
Sprites are drawn above the images.
|
||||
\param index: Number of the sprite within the sprite bank, use -1 for no sprite
|
||||
\param state: State of the button to set the sprite for
|
||||
\param index: The sprite number from the current sprite bank
|
||||
\param color: The color of the sprite
|
||||
\param loop: True if the animation should loop, false if not
|
||||
\param scale: True if the sprite should scale to button size, false if not */
|
||||
virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
|
||||
video::SColor color=video::SColor(255,255,255,255), bool loop=false, bool scale=false) = 0;
|
||||
|
||||
//! Get the sprite-index for the given state or -1 when no sprite is set
|
||||
virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0;
|
||||
|
||||
//! Get the sprite color for the given state. Color is only used when a sprite is set.
|
||||
virtual video::SColor getSpriteColor(EGUI_BUTTON_STATE state) const = 0;
|
||||
|
||||
//! Returns if the sprite in the given state does loop
|
||||
virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0;
|
||||
|
||||
//! Returns if the sprite in the given state is scaled
|
||||
virtual bool getSpriteScale(EGUI_BUTTON_STATE state) const = 0;
|
||||
|
||||
//! Sets if the button should behave like a push button.
|
||||
/** Which means it can be in two states: Normal or Pressed. With a click on the button,
|
||||
the user can change the state of the button. */
|
||||
virtual void setIsPushButton(bool isPushButton=true) = 0;
|
||||
|
||||
//! Sets the pressed state of the button if this is a pushbutton
|
||||
virtual void setPressed(bool pressed=true) = 0;
|
||||
|
||||
//! Returns if the button is currently pressed
|
||||
virtual bool isPressed() const = 0;
|
||||
|
||||
//! Sets if the alpha channel should be used for drawing background images on the button (default is false)
|
||||
virtual void setUseAlphaChannel(bool useAlphaChannel=true) = 0;
|
||||
|
||||
//! Returns if the alpha channel should be used for drawing background images on the button
|
||||
virtual bool isAlphaChannelUsed() const = 0;
|
||||
|
||||
//! Returns whether the button is a push button
|
||||
virtual bool isPushButton() const = 0;
|
||||
|
||||
//! Sets if the button should use the skin to draw its border and button face (default is true)
|
||||
virtual void setDrawBorder(bool border=true) = 0;
|
||||
|
||||
//! Returns if the border and button face are being drawn using the skin
|
||||
virtual bool isDrawingBorder() const = 0;
|
||||
|
||||
//! Sets if the button should scale the button images to fit
|
||||
virtual void setScaleImage(bool scaleImage=true) = 0;
|
||||
|
||||
//! Checks whether the button scales the used images
|
||||
virtual bool isScalingImage() const = 0;
|
||||
|
||||
//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
|
||||
/** Generated together with event, so info is available in the event-receiver. */
|
||||
virtual bool getClickShiftState() const = 0;
|
||||
|
||||
//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
|
||||
/** Generated together with event, so info is available in the event-receiver. */
|
||||
virtual bool getClickControlState() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_BUTTON_H_INCLUDED__
|
||||
#define __I_GUI_BUTTON_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
|
||||
namespace gui
|
||||
{
|
||||
class IGUIFont;
|
||||
class IGUISpriteBank;
|
||||
|
||||
//! Current state of buttons used for drawing sprites.
|
||||
//! Note that up to 3 states can be active at the same time:
|
||||
//! EGBS_BUTTON_UP or EGBS_BUTTON_DOWN
|
||||
//! EGBS_BUTTON_MOUSE_OVER or EGBS_BUTTON_MOUSE_OFF
|
||||
//! EGBS_BUTTON_FOCUSED or EGBS_BUTTON_NOT_FOCUSED
|
||||
enum EGUI_BUTTON_STATE
|
||||
{
|
||||
//! The button is not pressed.
|
||||
EGBS_BUTTON_UP=0,
|
||||
//! The button is currently pressed down.
|
||||
EGBS_BUTTON_DOWN,
|
||||
//! The mouse cursor is over the button
|
||||
EGBS_BUTTON_MOUSE_OVER,
|
||||
//! The mouse cursor is not over the button
|
||||
EGBS_BUTTON_MOUSE_OFF,
|
||||
//! The button has the focus
|
||||
EGBS_BUTTON_FOCUSED,
|
||||
//! The button doesn't have the focus
|
||||
EGBS_BUTTON_NOT_FOCUSED,
|
||||
//! The button is disabled All other states are ignored in that case.
|
||||
EGBS_BUTTON_DISABLED,
|
||||
//! not used, counts the number of enumerated items
|
||||
EGBS_COUNT
|
||||
};
|
||||
|
||||
//! Names for gui button state icons
|
||||
const c8* const GUIButtonStateNames[EGBS_COUNT+1] =
|
||||
{
|
||||
"buttonUp",
|
||||
"buttonDown",
|
||||
"buttonMouseOver",
|
||||
"buttonMouseOff",
|
||||
"buttonFocused",
|
||||
"buttonNotFocused",
|
||||
"buttonDisabled",
|
||||
0 // count
|
||||
};
|
||||
|
||||
//! State of buttons used for drawing texture images.
|
||||
//! Note that only a single state is active at a time
|
||||
//! Also when no image is defined for a state it will use images from another state
|
||||
//! and if that state is not set from the replacement for that,etc.
|
||||
//! So in many cases setting EGBIS_IMAGE_UP and EGBIS_IMAGE_DOWN is sufficient.
|
||||
enum EGUI_BUTTON_IMAGE_STATE
|
||||
{
|
||||
//! When no other states have images they will all use this one.
|
||||
EGBIS_IMAGE_UP,
|
||||
//! When not set EGBIS_IMAGE_UP is used.
|
||||
EGBIS_IMAGE_UP_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_UP_MOUSEOVER is used.
|
||||
EGBIS_IMAGE_UP_FOCUSED,
|
||||
//! When not set EGBIS_IMAGE_UP_FOCUSED is used.
|
||||
EGBIS_IMAGE_UP_FOCUSED_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_UP is used.
|
||||
EGBIS_IMAGE_DOWN,
|
||||
//! When not set EGBIS_IMAGE_DOWN is used.
|
||||
EGBIS_IMAGE_DOWN_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_DOWN_MOUSEOVER is used.
|
||||
EGBIS_IMAGE_DOWN_FOCUSED,
|
||||
//! When not set EGBIS_IMAGE_DOWN_FOCUSED is used.
|
||||
EGBIS_IMAGE_DOWN_FOCUSED_MOUSEOVER,
|
||||
//! When not set EGBIS_IMAGE_UP or EGBIS_IMAGE_DOWN are used (depending on button state).
|
||||
EGBIS_IMAGE_DISABLED,
|
||||
//! not used, counts the number of enumerated items
|
||||
EGBIS_COUNT
|
||||
};
|
||||
|
||||
//! Names for gui button image states
|
||||
const c8* const GUIButtonImageStateNames[EGBIS_COUNT+1] =
|
||||
{
|
||||
"Image", // not "ImageUp" as it otherwise breaks serialization of old files
|
||||
"ImageUpOver",
|
||||
"ImageUpFocused",
|
||||
"ImageUpFocusedOver",
|
||||
"PressedImage", // not "ImageDown" as it otherwise breaks serialization of old files
|
||||
"ImageDownOver",
|
||||
"ImageDownFocused",
|
||||
"ImageDownFocusedOver",
|
||||
"ImageDisabled",
|
||||
0 // count
|
||||
};
|
||||
|
||||
//! GUI Button interface.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_BUTTON_CLICKED
|
||||
*/
|
||||
class IGUIButton : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIButton(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_BUTTON, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Sets another skin independent font.
|
||||
/** If this is set to zero, the button uses the font of the skin.
|
||||
\param font: New font to set. */
|
||||
virtual void setOverrideFont(IGUIFont* font=0) = 0;
|
||||
|
||||
//! Gets the override font (if any)
|
||||
/** \return The override font (may be 0) */
|
||||
virtual IGUIFont* getOverrideFont(void) const = 0;
|
||||
|
||||
//! Get the font which is used right now for drawing
|
||||
/** Currently this is the override font when one is set and the
|
||||
font of the active skin otherwise */
|
||||
virtual IGUIFont* getActiveFont() const = 0;
|
||||
|
||||
//! Sets another color for the button text.
|
||||
/** When set, this color is used instead of EGDC_BUTTON_TEXT/EGDC_GRAY_TEXT.
|
||||
You don't need to call enableOverrideColor(true), that's done by this function.
|
||||
If you want the the color of the skin back, call enableOverrideColor(false);
|
||||
\param color: New color of the text. */
|
||||
virtual void setOverrideColor(video::SColor color) = 0;
|
||||
|
||||
//! Gets the override color
|
||||
/** \return: The override color */
|
||||
virtual video::SColor getOverrideColor(void) const = 0;
|
||||
|
||||
//! Gets the currently used text color
|
||||
/** Either a skin-color for the current state or the override color */
|
||||
virtual video::SColor getActiveColor() const = 0;
|
||||
|
||||
//! Sets if the button text should use the override color or the color in the gui skin.
|
||||
/** \param enable: If set to true, the override color, which can be set
|
||||
with IGUIStaticText::setOverrideColor is used, otherwise the
|
||||
EGDC_BUTTON_TEXT or EGDC_GRAY_TEXT color of the skin. */
|
||||
virtual void enableOverrideColor(bool enable) = 0;
|
||||
|
||||
//! Checks if an override color is enabled
|
||||
/** \return true if the override color is enabled, false otherwise */
|
||||
virtual bool isOverrideColorEnabled(void) const = 0;
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in the given state.
|
||||
/** Only one image-state can be active at a time. Images are drawn below sprites.
|
||||
If a state is without image it will try to use images from other states as described
|
||||
in ::EGUI_BUTTON_IMAGE_STATE.
|
||||
Images are a little less flexible than sprites, but easier to use.
|
||||
\param state: One of ::EGUI_BUTTON_IMAGE_STATE
|
||||
\param image: Image to be displayed or NULL to remove the image
|
||||
\param sourceRect: Source rectangle on the image texture. When width or height are 0 then the full texture-size is used (default). */
|
||||
virtual void setImage(EGUI_BUTTON_IMAGE_STATE state, video::ITexture* image=0, const core::rect<s32>& sourceRect=core::rect<s32>(0,0,0,0)) = 0;
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in normal state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_UP, image); and might be deprecated in future revisions.
|
||||
\param image: Image to be displayed */
|
||||
virtual void setImage(video::ITexture* image=0) = 0;
|
||||
|
||||
//! Sets a background image for the button when it is in normal state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_UP, image, sourceRect); and might be deprecated in future revisions.
|
||||
\param image: Texture containing the image to be displayed
|
||||
\param sourceRect: Position in the texture, where the image is located.
|
||||
When width or height are 0 then the full texture-size is used */
|
||||
virtual void setImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;
|
||||
|
||||
//! Sets a background image for the button when it is in pressed state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image); and might be deprecated in future revisions.
|
||||
If no images is specified for the pressed state via
|
||||
setPressedImage(), this image is also drawn in pressed state.
|
||||
\param image: Image to be displayed */
|
||||
virtual void setPressedImage(video::ITexture* image=0) = 0;
|
||||
|
||||
//! Sets an image which should be displayed on the button when it is in pressed state.
|
||||
/** This is identical to calling setImage(EGBIS_IMAGE_DOWN, image, sourceRect); and might be deprecated in future revisions.
|
||||
\param image: Texture containing the image to be displayed
|
||||
\param sourceRect: Position in the texture, where the image is located */
|
||||
virtual void setPressedImage(video::ITexture* image, const core::rect<s32>& sourceRect) = 0;
|
||||
|
||||
|
||||
//! Sets the sprite bank used by the button
|
||||
/** NOTE: The spritebank itself is _not_ serialized so far. The sprites are serialized.
|
||||
Which means after loading the gui you still have to set the spritebank manually. */
|
||||
virtual void setSpriteBank(IGUISpriteBank* bank=0) = 0;
|
||||
|
||||
//! Sets the animated sprite for a specific button state
|
||||
/** Several sprites can be drawn at the same time.
|
||||
Sprites can be animated.
|
||||
Sprites are drawn above the images.
|
||||
\param index: Number of the sprite within the sprite bank, use -1 for no sprite
|
||||
\param state: State of the button to set the sprite for
|
||||
\param index: The sprite number from the current sprite bank
|
||||
\param color: The color of the sprite
|
||||
\param loop: True if the animation should loop, false if not
|
||||
\param scale: True if the sprite should scale to button size, false if not */
|
||||
virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
|
||||
video::SColor color=video::SColor(255,255,255,255), bool loop=false, bool scale=false) = 0;
|
||||
|
||||
//! Get the sprite-index for the given state or -1 when no sprite is set
|
||||
virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0;
|
||||
|
||||
//! Get the sprite color for the given state. Color is only used when a sprite is set.
|
||||
virtual video::SColor getSpriteColor(EGUI_BUTTON_STATE state) const = 0;
|
||||
|
||||
//! Returns if the sprite in the given state does loop
|
||||
virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0;
|
||||
|
||||
//! Returns if the sprite in the given state is scaled
|
||||
virtual bool getSpriteScale(EGUI_BUTTON_STATE state) const = 0;
|
||||
|
||||
//! Sets if the button should behave like a push button.
|
||||
/** Which means it can be in two states: Normal or Pressed. With a click on the button,
|
||||
the user can change the state of the button. */
|
||||
virtual void setIsPushButton(bool isPushButton=true) = 0;
|
||||
|
||||
//! Sets the pressed state of the button if this is a pushbutton
|
||||
virtual void setPressed(bool pressed=true) = 0;
|
||||
|
||||
//! Returns if the button is currently pressed
|
||||
virtual bool isPressed() const = 0;
|
||||
|
||||
//! Sets if the alpha channel should be used for drawing background images on the button (default is false)
|
||||
virtual void setUseAlphaChannel(bool useAlphaChannel=true) = 0;
|
||||
|
||||
//! Returns if the alpha channel should be used for drawing background images on the button
|
||||
virtual bool isAlphaChannelUsed() const = 0;
|
||||
|
||||
//! Returns whether the button is a push button
|
||||
virtual bool isPushButton() const = 0;
|
||||
|
||||
//! Sets if the button should use the skin to draw its border and button face (default is true)
|
||||
virtual void setDrawBorder(bool border=true) = 0;
|
||||
|
||||
//! Returns if the border and button face are being drawn using the skin
|
||||
virtual bool isDrawingBorder() const = 0;
|
||||
|
||||
//! Sets if the button should scale the button images to fit
|
||||
virtual void setScaleImage(bool scaleImage=true) = 0;
|
||||
|
||||
//! Checks whether the button scales the used images
|
||||
virtual bool isScalingImage() const = 0;
|
||||
|
||||
//! Get if the shift key was pressed in last EGET_BUTTON_CLICKED event
|
||||
/** Generated together with event, so info is available in the event-receiver. */
|
||||
virtual bool getClickShiftState() const = 0;
|
||||
|
||||
//! Get if the control key was pressed in last EGET_BUTTON_CLICKED event
|
||||
/** Generated together with event, so info is available in the event-receiver. */
|
||||
virtual bool getClickControlState() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,53 +1,53 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_CHECKBOX_H_INCLUDED__
|
||||
#define __I_GUI_CHECKBOX_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! GUI Check box interface.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_CHECKBOX_CHANGED
|
||||
*/
|
||||
class IGUICheckBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUICheckBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_CHECK_BOX, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Set if box is checked.
|
||||
virtual void setChecked(bool checked) = 0;
|
||||
|
||||
//! Returns true if box is checked.
|
||||
virtual bool isChecked() const = 0;
|
||||
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Checks if background drawing is enabled
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
|
||||
//! Sets whether to draw the border
|
||||
virtual void setDrawBorder(bool draw) = 0;
|
||||
|
||||
//! Checks if border drawing is enabled
|
||||
/** \return true if border drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBorderEnabled() const = 0;
|
||||
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_CHECKBOX_H_INCLUDED__
|
||||
#define __I_GUI_CHECKBOX_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! GUI Check box interface.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_CHECKBOX_CHANGED
|
||||
*/
|
||||
class IGUICheckBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUICheckBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_CHECK_BOX, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Set if box is checked.
|
||||
virtual void setChecked(bool checked) = 0;
|
||||
|
||||
//! Returns true if box is checked.
|
||||
virtual bool isChecked() const = 0;
|
||||
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Checks if background drawing is enabled
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
|
||||
//! Sets whether to draw the border
|
||||
virtual void setDrawBorder(bool draw) = 0;
|
||||
|
||||
//! Checks if border drawing is enabled
|
||||
/** \return true if border drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBorderEnabled() const = 0;
|
||||
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,78 +1,78 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_COMBO_BOX_H_INCLUDED__
|
||||
#define __I_GUI_COMBO_BOX_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! Combobox widget
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_COMBO_BOX_CHANGED
|
||||
*/
|
||||
class IGUIComboBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIComboBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_COMBO_BOX, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Returns amount of items in box
|
||||
virtual u32 getItemCount() const = 0;
|
||||
|
||||
//! Returns string of an item. the idx may be a value from 0 to itemCount-1
|
||||
virtual const wchar_t* getItem(u32 idx) const = 0;
|
||||
|
||||
//! Returns item data of an item. the idx may be a value from 0 to itemCount-1
|
||||
virtual u32 getItemData(u32 idx) const = 0;
|
||||
|
||||
//! Returns index based on item data
|
||||
virtual s32 getIndexForItemData(u32 data ) const = 0;
|
||||
|
||||
//! Adds an item and returns the index of it
|
||||
virtual u32 addItem(const wchar_t* text, u32 data = 0) = 0;
|
||||
|
||||
//! Removes an item from the combo box.
|
||||
/** Warning. This will change the index of all following items */
|
||||
virtual void removeItem(u32 idx) = 0;
|
||||
|
||||
//! Deletes all items in the combo box
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! Returns id of selected item. returns -1 if no item is selected.
|
||||
virtual s32 getSelected() const = 0;
|
||||
|
||||
//! Sets the selected item. Set this to -1 if no item should be selected
|
||||
virtual void setSelected(s32 idx) = 0;
|
||||
|
||||
//! Sets the selected item and emits a change event.
|
||||
/** Set this to -1 if no item should be selected */
|
||||
virtual void setAndSendSelected(s32 idx) = 0;
|
||||
|
||||
//! Sets text justification of the text area
|
||||
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
|
||||
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
|
||||
\param vertical: EGUIA_UPPERLEFT to align with top edge,
|
||||
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
|
||||
virtual void setMaxSelectionRows(u32 max) = 0;
|
||||
|
||||
//! Get the maximal number of rows for the selection listbox
|
||||
virtual u32 getMaxSelectionRows() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_COMBO_BOX_H_INCLUDED__
|
||||
#define __I_GUI_COMBO_BOX_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! Combobox widget
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_COMBO_BOX_CHANGED
|
||||
*/
|
||||
class IGUIComboBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIComboBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_COMBO_BOX, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Returns amount of items in box
|
||||
virtual u32 getItemCount() const = 0;
|
||||
|
||||
//! Returns string of an item. the idx may be a value from 0 to itemCount-1
|
||||
virtual const wchar_t* getItem(u32 idx) const = 0;
|
||||
|
||||
//! Returns item data of an item. the idx may be a value from 0 to itemCount-1
|
||||
virtual u32 getItemData(u32 idx) const = 0;
|
||||
|
||||
//! Returns index based on item data
|
||||
virtual s32 getIndexForItemData(u32 data ) const = 0;
|
||||
|
||||
//! Adds an item and returns the index of it
|
||||
virtual u32 addItem(const wchar_t* text, u32 data = 0) = 0;
|
||||
|
||||
//! Removes an item from the combo box.
|
||||
/** Warning. This will change the index of all following items */
|
||||
virtual void removeItem(u32 idx) = 0;
|
||||
|
||||
//! Deletes all items in the combo box
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! Returns id of selected item. returns -1 if no item is selected.
|
||||
virtual s32 getSelected() const = 0;
|
||||
|
||||
//! Sets the selected item. Set this to -1 if no item should be selected
|
||||
virtual void setSelected(s32 idx) = 0;
|
||||
|
||||
//! Sets the selected item and emits a change event.
|
||||
/** Set this to -1 if no item should be selected */
|
||||
virtual void setAndSendSelected(s32 idx) = 0;
|
||||
|
||||
//! Sets text justification of the text area
|
||||
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
|
||||
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
|
||||
\param vertical: EGUIA_UPPERLEFT to align with top edge,
|
||||
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
|
||||
virtual void setMaxSelectionRows(u32 max) = 0;
|
||||
|
||||
//! Get the maximal number of rows for the selection listbox
|
||||
virtual u32 getMaxSelectionRows() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,157 +1,157 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_EDIT_BOX_H_INCLUDED__
|
||||
#define __I_GUI_EDIT_BOX_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
#include "SColor.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUIFont;
|
||||
|
||||
//! Single line edit box for editing simple text.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_EDITBOX_ENTER
|
||||
\li EGET_EDITBOX_CHANGED
|
||||
\li EGET_EDITBOX_MARKING_CHANGED
|
||||
*/
|
||||
class IGUIEditBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIEditBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_EDIT_BOX, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Sets another skin independent font.
|
||||
/** If this is set to zero, the button uses the font of the skin.
|
||||
\param font: New font to set. */
|
||||
virtual void setOverrideFont(IGUIFont* font=0) = 0;
|
||||
|
||||
//! Gets the override font (if any)
|
||||
/** \return The override font (may be 0) */
|
||||
virtual IGUIFont* getOverrideFont() const = 0;
|
||||
|
||||
//! Get the font which is used right now for drawing
|
||||
/** Currently this is the override font when one is set and the
|
||||
font of the active skin otherwise */
|
||||
virtual IGUIFont* getActiveFont() const = 0;
|
||||
|
||||
//! Sets another color for the text.
|
||||
/** If set, the edit box does not use the EGDC_BUTTON_TEXT color defined
|
||||
in the skin, but the set color instead. You don't need to call
|
||||
IGUIEditBox::enableOverrrideColor(true) after this, this is done
|
||||
by this function.
|
||||
If you set a color, and you want the text displayed with the color
|
||||
of the skin again, call IGUIEditBox::enableOverrideColor(false);
|
||||
\param color: New color of the text. */
|
||||
virtual void setOverrideColor(video::SColor color) = 0;
|
||||
|
||||
//! Gets the override color
|
||||
virtual video::SColor getOverrideColor() const = 0;
|
||||
|
||||
//! Sets if the text should use the override color or the color in the gui skin.
|
||||
/** \param enable: If set to true, the override color, which can be set
|
||||
with IGUIEditBox::setOverrideColor is used, otherwise the
|
||||
EGDC_BUTTON_TEXT color of the skin. */
|
||||
virtual void enableOverrideColor(bool enable) = 0;
|
||||
|
||||
//! Checks if an override color is enabled
|
||||
/** \return true if the override color is enabled, false otherwise */
|
||||
virtual bool isOverrideColorEnabled(void) const = 0;
|
||||
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Checks if background drawing is enabled
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
|
||||
//! Turns the border on or off
|
||||
/** \param border: true if you want the border to be drawn, false if not */
|
||||
virtual void setDrawBorder(bool border) = 0;
|
||||
|
||||
//! Checks if border drawing is enabled
|
||||
/** \return true if border drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBorderEnabled() const = 0;
|
||||
|
||||
//! Sets text justification mode
|
||||
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
|
||||
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
|
||||
\param vertical: EGUIA_UPPERLEFT to align with top edge,
|
||||
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */
|
||||
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
|
||||
|
||||
//! Enables or disables word wrap.
|
||||
/** \param enable: If set to true, words going over one line are
|
||||
broken to the next line. */
|
||||
virtual void setWordWrap(bool enable) = 0;
|
||||
|
||||
//! Checks if word wrap is enabled
|
||||
/** \return true if word wrap is enabled, false otherwise */
|
||||
virtual bool isWordWrapEnabled() const = 0;
|
||||
|
||||
//! Enables or disables newlines.
|
||||
/** \param enable: If set to true, the EGET_EDITBOX_ENTER event will not be fired,
|
||||
instead a newline character will be inserted. */
|
||||
virtual void setMultiLine(bool enable) = 0;
|
||||
|
||||
//! Checks if multi line editing is enabled
|
||||
/** \return true if multi-line is enabled, false otherwise */
|
||||
virtual bool isMultiLineEnabled() const = 0;
|
||||
|
||||
//! Enables or disables automatic scrolling with cursor position
|
||||
/** \param enable: If set to true, the text will move around with the cursor position */
|
||||
virtual void setAutoScroll(bool enable) = 0;
|
||||
|
||||
//! Checks to see if automatic scrolling is enabled
|
||||
/** \return true if automatic scrolling is enabled, false if not */
|
||||
virtual bool isAutoScrollEnabled() const = 0;
|
||||
|
||||
//! Sets whether the edit box is a password box. Setting this to true will
|
||||
/** disable MultiLine, WordWrap and the ability to copy with ctrl+c or ctrl+x
|
||||
\param passwordBox: true to enable password, false to disable
|
||||
\param passwordChar: the character that is displayed instead of letters */
|
||||
virtual void setPasswordBox(bool passwordBox, wchar_t passwordChar = L'*') = 0;
|
||||
|
||||
//! Returns true if the edit box is currently a password box.
|
||||
virtual bool isPasswordBox() const = 0;
|
||||
|
||||
//! Gets the size area of the text in the edit box
|
||||
/** \return The size in pixels of the text */
|
||||
virtual core::dimension2du getTextDimension() = 0;
|
||||
|
||||
//! Sets the maximum amount of characters which may be entered in the box.
|
||||
/** \param max: Maximum amount of characters. If 0, the character amount is
|
||||
infinity. */
|
||||
virtual void setMax(u32 max) = 0;
|
||||
|
||||
//! Returns maximum amount of characters, previously set by setMax();
|
||||
virtual u32 getMax() const = 0;
|
||||
|
||||
//! Set the character used for the cursor.
|
||||
/** By default it's "_" */
|
||||
virtual void setCursorChar(const wchar_t cursorChar) = 0;
|
||||
|
||||
//! Get the character used for the cursor.
|
||||
virtual wchar_t getCursorChar() const = 0;
|
||||
|
||||
//! Set the blinktime for the cursor. 2x blinktime is one full cycle.
|
||||
//** \param timeMs Blinktime in milliseconds. When set to 0 the cursor is constantly on without blinking */
|
||||
virtual void setCursorBlinkTime(irr::u32 timeMs) = 0;
|
||||
|
||||
//! Get the cursor blinktime
|
||||
virtual irr::u32 getCursorBlinkTime() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_EDIT_BOX_H_INCLUDED__
|
||||
#define __I_GUI_EDIT_BOX_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
#include "SColor.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUIFont;
|
||||
|
||||
//! Single line edit box for editing simple text.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_EDITBOX_ENTER
|
||||
\li EGET_EDITBOX_CHANGED
|
||||
\li EGET_EDITBOX_MARKING_CHANGED
|
||||
*/
|
||||
class IGUIEditBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIEditBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_EDIT_BOX, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Sets another skin independent font.
|
||||
/** If this is set to zero, the button uses the font of the skin.
|
||||
\param font: New font to set. */
|
||||
virtual void setOverrideFont(IGUIFont* font=0) = 0;
|
||||
|
||||
//! Gets the override font (if any)
|
||||
/** \return The override font (may be 0) */
|
||||
virtual IGUIFont* getOverrideFont() const = 0;
|
||||
|
||||
//! Get the font which is used right now for drawing
|
||||
/** Currently this is the override font when one is set and the
|
||||
font of the active skin otherwise */
|
||||
virtual IGUIFont* getActiveFont() const = 0;
|
||||
|
||||
//! Sets another color for the text.
|
||||
/** If set, the edit box does not use the EGDC_BUTTON_TEXT color defined
|
||||
in the skin, but the set color instead. You don't need to call
|
||||
IGUIEditBox::enableOverrrideColor(true) after this, this is done
|
||||
by this function.
|
||||
If you set a color, and you want the text displayed with the color
|
||||
of the skin again, call IGUIEditBox::enableOverrideColor(false);
|
||||
\param color: New color of the text. */
|
||||
virtual void setOverrideColor(video::SColor color) = 0;
|
||||
|
||||
//! Gets the override color
|
||||
virtual video::SColor getOverrideColor() const = 0;
|
||||
|
||||
//! Sets if the text should use the override color or the color in the gui skin.
|
||||
/** \param enable: If set to true, the override color, which can be set
|
||||
with IGUIEditBox::setOverrideColor is used, otherwise the
|
||||
EGDC_BUTTON_TEXT color of the skin. */
|
||||
virtual void enableOverrideColor(bool enable) = 0;
|
||||
|
||||
//! Checks if an override color is enabled
|
||||
/** \return true if the override color is enabled, false otherwise */
|
||||
virtual bool isOverrideColorEnabled(void) const = 0;
|
||||
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Checks if background drawing is enabled
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
|
||||
//! Turns the border on or off
|
||||
/** \param border: true if you want the border to be drawn, false if not */
|
||||
virtual void setDrawBorder(bool border) = 0;
|
||||
|
||||
//! Checks if border drawing is enabled
|
||||
/** \return true if border drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBorderEnabled() const = 0;
|
||||
|
||||
//! Sets text justification mode
|
||||
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
|
||||
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
|
||||
\param vertical: EGUIA_UPPERLEFT to align with top edge,
|
||||
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */
|
||||
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
|
||||
|
||||
//! Enables or disables word wrap.
|
||||
/** \param enable: If set to true, words going over one line are
|
||||
broken to the next line. */
|
||||
virtual void setWordWrap(bool enable) = 0;
|
||||
|
||||
//! Checks if word wrap is enabled
|
||||
/** \return true if word wrap is enabled, false otherwise */
|
||||
virtual bool isWordWrapEnabled() const = 0;
|
||||
|
||||
//! Enables or disables newlines.
|
||||
/** \param enable: If set to true, the EGET_EDITBOX_ENTER event will not be fired,
|
||||
instead a newline character will be inserted. */
|
||||
virtual void setMultiLine(bool enable) = 0;
|
||||
|
||||
//! Checks if multi line editing is enabled
|
||||
/** \return true if multi-line is enabled, false otherwise */
|
||||
virtual bool isMultiLineEnabled() const = 0;
|
||||
|
||||
//! Enables or disables automatic scrolling with cursor position
|
||||
/** \param enable: If set to true, the text will move around with the cursor position */
|
||||
virtual void setAutoScroll(bool enable) = 0;
|
||||
|
||||
//! Checks to see if automatic scrolling is enabled
|
||||
/** \return true if automatic scrolling is enabled, false if not */
|
||||
virtual bool isAutoScrollEnabled() const = 0;
|
||||
|
||||
//! Sets whether the edit box is a password box. Setting this to true will
|
||||
/** disable MultiLine, WordWrap and the ability to copy with ctrl+c or ctrl+x
|
||||
\param passwordBox: true to enable password, false to disable
|
||||
\param passwordChar: the character that is displayed instead of letters */
|
||||
virtual void setPasswordBox(bool passwordBox, wchar_t passwordChar = L'*') = 0;
|
||||
|
||||
//! Returns true if the edit box is currently a password box.
|
||||
virtual bool isPasswordBox() const = 0;
|
||||
|
||||
//! Gets the size area of the text in the edit box
|
||||
/** \return The size in pixels of the text */
|
||||
virtual core::dimension2du getTextDimension() = 0;
|
||||
|
||||
//! Sets the maximum amount of characters which may be entered in the box.
|
||||
/** \param max: Maximum amount of characters. If 0, the character amount is
|
||||
infinity. */
|
||||
virtual void setMax(u32 max) = 0;
|
||||
|
||||
//! Returns maximum amount of characters, previously set by setMax();
|
||||
virtual u32 getMax() const = 0;
|
||||
|
||||
//! Set the character used for the cursor.
|
||||
/** By default it's "_" */
|
||||
virtual void setCursorChar(const wchar_t cursorChar) = 0;
|
||||
|
||||
//! Get the character used for the cursor.
|
||||
virtual wchar_t getCursorChar() const = 0;
|
||||
|
||||
//! Set the blinktime for the cursor. 2x blinktime is one full cycle.
|
||||
//** \param timeMs Blinktime in milliseconds. When set to 0 the cursor is constantly on without blinking */
|
||||
virtual void setCursorBlinkTime(irr::u32 timeMs) = 0;
|
||||
|
||||
//! Get the cursor blinktime
|
||||
virtual irr::u32 getCursorBlinkTime() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,421 +1,421 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_ENVIRONMENT_H_INCLUDED__
|
||||
#define __I_GUI_ENVIRONMENT_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "IGUISkin.h"
|
||||
#include "rect.h"
|
||||
#include "EFocusFlags.h"
|
||||
#include "IEventReceiver.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
class IOSOperator;
|
||||
class IEventReceiver;
|
||||
|
||||
namespace io
|
||||
{
|
||||
class IReadFile;
|
||||
class IWriteFile;
|
||||
class IFileSystem;
|
||||
} // end namespace io
|
||||
namespace video
|
||||
{
|
||||
class IVideoDriver;
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
|
||||
namespace gui
|
||||
{
|
||||
|
||||
class IGUIElement;
|
||||
class IGUIFont;
|
||||
class IGUISpriteBank;
|
||||
class IGUIScrollBar;
|
||||
class IGUIImage;
|
||||
class IGUICheckBox;
|
||||
class IGUIListBox;
|
||||
class IGUIImageList;
|
||||
class IGUIFileOpenDialog;
|
||||
class IGUIStaticText;
|
||||
class IGUIEditBox;
|
||||
class IGUITabControl;
|
||||
class IGUITab;
|
||||
class IGUIComboBox;
|
||||
class IGUIButton;
|
||||
class IGUIWindow;
|
||||
|
||||
//! GUI Environment. Used as factory and manager of all other GUI elements.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE (which are passed on to focused sub-elements):
|
||||
\li EGET_ELEMENT_FOCUS_LOST
|
||||
\li EGET_ELEMENT_FOCUSED
|
||||
\li EGET_ELEMENT_LEFT
|
||||
\li EGET_ELEMENT_HOVERED
|
||||
*/
|
||||
class IGUIEnvironment : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Draws all gui elements by traversing the GUI environment starting at the root node.
|
||||
/** \param When true ensure the GuiEnvironment (aka the RootGUIElement) has the same size as the current driver screensize.
|
||||
Can be set to false to control that size yourself, p.E when not the full size should be used for UI. */
|
||||
virtual void drawAll(bool useScreenSize=true) = 0;
|
||||
|
||||
//! Sets the focus to an element.
|
||||
/** Causes a EGET_ELEMENT_FOCUS_LOST event followed by a
|
||||
EGET_ELEMENT_FOCUSED event. If someone absorbed either of the events,
|
||||
then the focus will not be changed.
|
||||
\param element Pointer to the element which shall get the focus.
|
||||
\return True on success, false on failure */
|
||||
virtual bool setFocus(IGUIElement* element) = 0;
|
||||
|
||||
//! Returns the element which holds the focus.
|
||||
/** \return Pointer to the element with focus. */
|
||||
virtual IGUIElement* getFocus() const = 0;
|
||||
|
||||
//! Returns the element which was last under the mouse cursor
|
||||
/** NOTE: This information is updated _after_ the user-eventreceiver
|
||||
received it's mouse-events. To find the hovered element while catching
|
||||
mouse events you have to use instead:
|
||||
IGUIEnvironment::getRootGUIElement()->getElementFromPoint(mousePos);
|
||||
\return Pointer to the element under the mouse. */
|
||||
virtual IGUIElement* getHovered() const = 0;
|
||||
|
||||
//! Removes the focus from an element.
|
||||
/** Causes a EGET_ELEMENT_FOCUS_LOST event. If the event is absorbed
|
||||
then the focus will not be changed.
|
||||
\param element Pointer to the element which shall lose the focus.
|
||||
\return True on success, false on failure */
|
||||
virtual bool removeFocus(IGUIElement* element) = 0;
|
||||
|
||||
//! Returns whether the element has focus
|
||||
/** \param element Pointer to the element which is tested.
|
||||
\param checkSubElements When true and focus is on a sub-element of element then it will still count as focused and return true
|
||||
\return True if the element has focus, else false. */
|
||||
virtual bool hasFocus(const IGUIElement* element, bool checkSubElements=false) const = 0;
|
||||
|
||||
//! Returns the current video driver.
|
||||
/** \return Pointer to the video driver. */
|
||||
virtual video::IVideoDriver* getVideoDriver() const = 0;
|
||||
|
||||
//! Returns the file system.
|
||||
/** \return Pointer to the file system. */
|
||||
virtual io::IFileSystem* getFileSystem() const = 0;
|
||||
|
||||
//! returns a pointer to the OS operator
|
||||
/** \return Pointer to the OS operator. */
|
||||
virtual IOSOperator* getOSOperator() const = 0;
|
||||
|
||||
//! Removes all elements from the environment.
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! Posts an input event to the environment.
|
||||
/** Usually you do not have to
|
||||
use this method, it is used by the engine internally.
|
||||
\param event The event to post.
|
||||
\return True if succeeded, else false. */
|
||||
virtual bool postEventFromUser(const SEvent& event) = 0;
|
||||
|
||||
//! This sets a new event receiver for gui events.
|
||||
/** Usually you do not have to
|
||||
use this method, it is used by the engine internally.
|
||||
\param evr Pointer to the new receiver. */
|
||||
virtual void setUserEventReceiver(IEventReceiver* evr) = 0;
|
||||
|
||||
//! Returns pointer to the current gui skin.
|
||||
/** \return Pointer to the GUI skin. */
|
||||
virtual IGUISkin* getSkin() const = 0;
|
||||
|
||||
//! Sets a new GUI Skin
|
||||
/** You can use this to change the appearance of the whole GUI
|
||||
Environment. You can set one of the built-in skins or implement your
|
||||
own class derived from IGUISkin and enable it using this method.
|
||||
To set for example the built-in Windows classic skin, use the following
|
||||
code:
|
||||
\code
|
||||
gui::IGUISkin* newskin = environment->createSkin(gui::EGST_WINDOWS_CLASSIC);
|
||||
environment->setSkin(newskin);
|
||||
newskin->drop();
|
||||
\endcode
|
||||
\param skin New skin to use.
|
||||
*/
|
||||
virtual void setSkin(IGUISkin* skin) = 0;
|
||||
|
||||
//! Creates a new GUI Skin based on a template.
|
||||
/** Use setSkin() to set the created skin.
|
||||
\param type The type of the new skin.
|
||||
\return Pointer to the created skin.
|
||||
If you no longer need it, you should call IGUISkin::drop().
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IGUISkin* createSkin(EGUI_SKIN_TYPE type) = 0;
|
||||
|
||||
|
||||
//! Creates the image list from the given texture.
|
||||
/** \param texture Texture to split into images
|
||||
\param imageSize Dimension of each image
|
||||
\param useAlphaChannel Flag whether alpha channel of the texture should be honored.
|
||||
\return Pointer to the font. Returns 0 if the font could not be loaded.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIImageList* createImageList( video::ITexture* texture,
|
||||
core::dimension2d<s32> imageSize,
|
||||
bool useAlphaChannel ) = 0;
|
||||
|
||||
//! Returns pointer to the font with the specified filename.
|
||||
/** Loads the font if it was not loaded before.
|
||||
\param filename Filename of the Font.
|
||||
\return Pointer to the font. Returns 0 if the font could not be loaded.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIFont* getFont(const io::path& filename) = 0;
|
||||
|
||||
//! Adds an externally loaded font to the font list.
|
||||
/** This method allows to attach an already loaded font to the list of
|
||||
existing fonts. The font is grabbed if non-null and adding was successful.
|
||||
\param name Name the font should be stored as.
|
||||
\param font Pointer to font to add.
|
||||
\return Pointer to the font stored. This can differ from given parameter if the name previously existed. */
|
||||
virtual IGUIFont* addFont(const io::path& name, IGUIFont* font) = 0;
|
||||
|
||||
//! remove loaded font
|
||||
virtual void removeFont(IGUIFont* font) = 0;
|
||||
|
||||
//! Returns the default built-in font.
|
||||
/** \return Pointer to the default built-in font.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIFont* getBuiltInFont() const = 0;
|
||||
|
||||
//! Returns pointer to the sprite bank which was added with addEmptySpriteBank
|
||||
/** TODO: This should load files in the future, but not implemented so far.
|
||||
\param filename Name of a spritebank added with addEmptySpriteBank
|
||||
\return Pointer to the sprite bank. Returns 0 if it could not be loaded.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual IGUISpriteBank* getSpriteBank(const io::path& filename) = 0;
|
||||
|
||||
//! Adds an empty sprite bank to the manager
|
||||
/** \param name Name of the new sprite bank.
|
||||
\return Pointer to the sprite bank.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual IGUISpriteBank* addEmptySpriteBank(const io::path& name) = 0;
|
||||
|
||||
//! Returns the root gui element.
|
||||
/** This is the first gui element, the (direct or indirect) parent of all
|
||||
other gui elements. It is a valid IGUIElement, with dimensions the same
|
||||
size as the screen.
|
||||
\return Pointer to the root element of the GUI. The returned pointer
|
||||
should not be dropped. See IReferenceCounted::drop() for more
|
||||
information. */
|
||||
virtual IGUIElement* getRootGUIElement() = 0;
|
||||
|
||||
//! Adds a button element.
|
||||
/** \param rectangle Rectangle specifying the borders of the button.
|
||||
\param parent Parent gui element of the button.
|
||||
\param id Id with which the gui element can be identified.
|
||||
\param text Text displayed on the button.
|
||||
\param tooltiptext Text displayed in the tooltip.
|
||||
\return Pointer to the created button. Returns 0 if an error occurred.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIButton* addButton(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0, const wchar_t* tooltiptext = 0) = 0;
|
||||
|
||||
//! Adds a scrollbar.
|
||||
/** \param horizontal Specifies if the scroll bar is drawn horizontal
|
||||
or vertical.
|
||||
\param rectangle Rectangle specifying the borders of the scrollbar.
|
||||
\param parent Parent gui element of the scroll bar.
|
||||
\param id Id to identify the gui element.
|
||||
\return Pointer to the created scrollbar. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIScrollBar* addScrollBar(bool horizontal, const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1) = 0;
|
||||
|
||||
//! Adds an image element.
|
||||
/** \param image Image to be displayed.
|
||||
\param pos Position of the image. The width and height of the image is
|
||||
taken from the image.
|
||||
\param useAlphaChannel Sets if the image should use the alpha channel
|
||||
of the texture to draw itself.
|
||||
\param parent Parent gui element of the image.
|
||||
\param id Id to identify the gui element.
|
||||
\param text Title text of the image (not displayed).
|
||||
\return Pointer to the created image element. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIImage* addImage(video::ITexture* image, core::position2d<s32> pos,
|
||||
bool useAlphaChannel=true, IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0) = 0;
|
||||
|
||||
//! Adds an image element.
|
||||
/** Use IGUIImage::setImage later to set the image to be displayed.
|
||||
\param rectangle Rectangle specifying the borders of the image.
|
||||
\param parent Parent gui element of the image.
|
||||
\param id Id to identify the gui element.
|
||||
\param text Title text of the image (not displayed).
|
||||
\param useAlphaChannel Sets if the image should use the alpha channel
|
||||
of the texture to draw itself.
|
||||
\return Pointer to the created image element. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIImage* addImage(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0, bool useAlphaChannel=true) = 0;
|
||||
|
||||
//! Adds a checkbox element.
|
||||
/** \param checked Define the initial state of the check box.
|
||||
\param rectangle Rectangle specifying the borders of the check box.
|
||||
\param parent Parent gui element of the check box.
|
||||
\param id Id to identify the gui element.
|
||||
\param text Title text of the check box.
|
||||
\return Pointer to the created check box. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUICheckBox* addCheckBox(bool checked, const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0) = 0;
|
||||
|
||||
//! Adds a list box element.
|
||||
/** \param rectangle Rectangle specifying the borders of the list box.
|
||||
\param parent Parent gui element of the list box.
|
||||
\param id Id to identify the gui element.
|
||||
\param drawBackground Flag whether the background should be drawn.
|
||||
\return Pointer to the created list box. Returns 0 if an error occurred.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIListBox* addListBox(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1, bool drawBackground=false) = 0;
|
||||
|
||||
//! Adds a file open dialog.
|
||||
/** \param title Text to be displayed as the title of the dialog.
|
||||
\param modal Defines if the dialog is modal. This means, that all other
|
||||
gui elements which were created before the message box cannot be used
|
||||
until this messagebox is removed.
|
||||
\param parent Parent gui element of the dialog.
|
||||
\param id Id to identify the gui element.
|
||||
\param restoreCWD If set to true, the current working directory will be
|
||||
restored after the dialog is closed in some way. Otherwise the working
|
||||
directory will be the one that the file dialog was last showing.
|
||||
\param startDir Optional path for which the file dialog will be opened.
|
||||
\return Pointer to the created file open dialog. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIFileOpenDialog* addFileOpenDialog(const wchar_t* title=0,
|
||||
bool modal=true, IGUIElement* parent=0, s32 id=-1,
|
||||
bool restoreCWD=false, io::path::char_type* startDir=0) = 0;
|
||||
|
||||
//! Adds a static text.
|
||||
/** \param text Text to be displayed. Can be altered after creation by SetText().
|
||||
\param rectangle Rectangle specifying the borders of the static text
|
||||
\param border Set to true if the static text should have a 3d border.
|
||||
\param wordWrap Enable if the text should wrap into multiple lines.
|
||||
\param parent Parent item of the element, e.g. a window.
|
||||
\param id The ID of the element.
|
||||
\param fillBackground Enable if the background shall be filled.
|
||||
Defaults to false.
|
||||
\return Pointer to the created static text. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIStaticText* addStaticText(const wchar_t* text, const core::rect<s32>& rectangle,
|
||||
bool border=false, bool wordWrap=true, IGUIElement* parent=0, s32 id=-1,
|
||||
bool fillBackground = false) = 0;
|
||||
|
||||
//! Adds an edit box.
|
||||
/** Supports Unicode input from every keyboard around the world,
|
||||
scrolling, copying and pasting (exchanging data with the clipboard
|
||||
directly), maximum character amount, marking, and all shortcuts like
|
||||
ctrl+X, ctrl+V, ctrl+C, shift+Left, shift+Right, Home, End, and so on.
|
||||
\param text Text to be displayed. Can be altered after creation
|
||||
by setText().
|
||||
\param rectangle Rectangle specifying the borders of the edit box.
|
||||
\param border Set to true if the edit box should have a 3d border.
|
||||
\param parent Parent item of the element, e.g. a window.
|
||||
Set it to 0 to place the edit box directly in the environment.
|
||||
\param id The ID of the element.
|
||||
\return Pointer to the created edit box. Returns 0 if an error occurred.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIEditBox* addEditBox(const wchar_t* text, const core::rect<s32>& rectangle,
|
||||
bool border=true, IGUIElement* parent=0, s32 id=-1) = 0;
|
||||
|
||||
//! Adds a tab control to the environment.
|
||||
/** \param rectangle Rectangle specifying the borders of the tab control.
|
||||
\param parent Parent item of the element, e.g. a window.
|
||||
Set it to 0 to place the tab control directly in the environment.
|
||||
\param fillbackground Specifies if the background of the tab control
|
||||
should be drawn.
|
||||
\param border Specifies if a flat 3d border should be drawn. This is
|
||||
usually not necessary unless you place the control directly into
|
||||
the environment without a window as parent.
|
||||
\param id An identifier for the tab control.
|
||||
\return Pointer to the created tab control element. Returns 0 if an
|
||||
error occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUITabControl* addTabControl(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, bool fillbackground=false,
|
||||
bool border=true, s32 id=-1) = 0;
|
||||
|
||||
//! Adds tab to the environment.
|
||||
/** You can use this element to group other elements. This is not used
|
||||
for creating tabs on tab controls, please use IGUITabControl::addTab()
|
||||
for this instead.
|
||||
\param rectangle Rectangle specifying the borders of the tab.
|
||||
\param parent Parent item of the element, e.g. a window.
|
||||
Set it to 0 to place the tab directly in the environment.
|
||||
\param id An identifier for the tab.
|
||||
\return Pointer to the created tab. Returns 0 if an
|
||||
error occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUITab* addTab(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1) = 0;
|
||||
|
||||
//! Adds a combo box to the environment.
|
||||
/** \param rectangle Rectangle specifying the borders of the combo box.
|
||||
\param parent Parent item of the element, e.g. a window.
|
||||
Set it to 0 to place the combo box directly in the environment.
|
||||
\param id An identifier for the combo box.
|
||||
\return Pointer to the created combo box. Returns 0 if an
|
||||
error occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIComboBox* addComboBox(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1) = 0;
|
||||
|
||||
//! Find the next element which would be selected when pressing the tab-key
|
||||
/** If you set the focus for the result you can manually force focus-changes like they
|
||||
would happen otherwise by the tab-keys.
|
||||
\param reverse When true it will search backward (toward lower TabOrder numbers, like shift+tab)
|
||||
\param group When true it will search for the next tab-group (like ctrl+tab)
|
||||
*/
|
||||
virtual IGUIElement* getNextElement(bool reverse=false, bool group=false) = 0;
|
||||
|
||||
//! Set the way the gui will handle automatic focus changes
|
||||
/** The default is (EFF_SET_ON_LMOUSE_DOWN | EFF_SET_ON_TAB).
|
||||
with the left mouse button.
|
||||
This does not affect the setFocus function itself - users can still call that whenever they want on any element.
|
||||
\param flags A bitmask which is a combination of ::EFOCUS_FLAG flags.*/
|
||||
virtual void setFocusBehavior(u32 flags) = 0;
|
||||
|
||||
//! Get the way the gui does handle focus changes
|
||||
/** \returns A bitmask which is a combination of ::EFOCUS_FLAG flags.*/
|
||||
virtual u32 getFocusBehavior() const = 0;
|
||||
|
||||
//! Adds a IGUIElement to deletion queue.
|
||||
/** Queued elements will be removed at the end of each drawAll call.
|
||||
Or latest in the destructor of the GUIEnvironment.
|
||||
This can be used to allow an element removing itself safely in a function
|
||||
iterating over gui elements, like an overloaded IGUIElement::draw or
|
||||
IGUIElement::OnPostRender function.
|
||||
Note that in general just calling IGUIElement::remove() is enough.
|
||||
Unless you create your own GUI elements removing themselves you won't need it.
|
||||
\param element: Element to remove */
|
||||
virtual void addToDeletionQueue(IGUIElement* element) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_ENVIRONMENT_H_INCLUDED__
|
||||
#define __I_GUI_ENVIRONMENT_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "IGUISkin.h"
|
||||
#include "rect.h"
|
||||
#include "EFocusFlags.h"
|
||||
#include "IEventReceiver.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
class IOSOperator;
|
||||
class IEventReceiver;
|
||||
|
||||
namespace io
|
||||
{
|
||||
class IReadFile;
|
||||
class IWriteFile;
|
||||
class IFileSystem;
|
||||
} // end namespace io
|
||||
namespace video
|
||||
{
|
||||
class IVideoDriver;
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
|
||||
namespace gui
|
||||
{
|
||||
|
||||
class IGUIElement;
|
||||
class IGUIFont;
|
||||
class IGUISpriteBank;
|
||||
class IGUIScrollBar;
|
||||
class IGUIImage;
|
||||
class IGUICheckBox;
|
||||
class IGUIListBox;
|
||||
class IGUIImageList;
|
||||
class IGUIFileOpenDialog;
|
||||
class IGUIStaticText;
|
||||
class IGUIEditBox;
|
||||
class IGUITabControl;
|
||||
class IGUITab;
|
||||
class IGUIComboBox;
|
||||
class IGUIButton;
|
||||
class IGUIWindow;
|
||||
|
||||
//! GUI Environment. Used as factory and manager of all other GUI elements.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE (which are passed on to focused sub-elements):
|
||||
\li EGET_ELEMENT_FOCUS_LOST
|
||||
\li EGET_ELEMENT_FOCUSED
|
||||
\li EGET_ELEMENT_LEFT
|
||||
\li EGET_ELEMENT_HOVERED
|
||||
*/
|
||||
class IGUIEnvironment : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Draws all gui elements by traversing the GUI environment starting at the root node.
|
||||
/** \param When true ensure the GuiEnvironment (aka the RootGUIElement) has the same size as the current driver screensize.
|
||||
Can be set to false to control that size yourself, p.E when not the full size should be used for UI. */
|
||||
virtual void drawAll(bool useScreenSize=true) = 0;
|
||||
|
||||
//! Sets the focus to an element.
|
||||
/** Causes a EGET_ELEMENT_FOCUS_LOST event followed by a
|
||||
EGET_ELEMENT_FOCUSED event. If someone absorbed either of the events,
|
||||
then the focus will not be changed.
|
||||
\param element Pointer to the element which shall get the focus.
|
||||
\return True on success, false on failure */
|
||||
virtual bool setFocus(IGUIElement* element) = 0;
|
||||
|
||||
//! Returns the element which holds the focus.
|
||||
/** \return Pointer to the element with focus. */
|
||||
virtual IGUIElement* getFocus() const = 0;
|
||||
|
||||
//! Returns the element which was last under the mouse cursor
|
||||
/** NOTE: This information is updated _after_ the user-eventreceiver
|
||||
received it's mouse-events. To find the hovered element while catching
|
||||
mouse events you have to use instead:
|
||||
IGUIEnvironment::getRootGUIElement()->getElementFromPoint(mousePos);
|
||||
\return Pointer to the element under the mouse. */
|
||||
virtual IGUIElement* getHovered() const = 0;
|
||||
|
||||
//! Removes the focus from an element.
|
||||
/** Causes a EGET_ELEMENT_FOCUS_LOST event. If the event is absorbed
|
||||
then the focus will not be changed.
|
||||
\param element Pointer to the element which shall lose the focus.
|
||||
\return True on success, false on failure */
|
||||
virtual bool removeFocus(IGUIElement* element) = 0;
|
||||
|
||||
//! Returns whether the element has focus
|
||||
/** \param element Pointer to the element which is tested.
|
||||
\param checkSubElements When true and focus is on a sub-element of element then it will still count as focused and return true
|
||||
\return True if the element has focus, else false. */
|
||||
virtual bool hasFocus(const IGUIElement* element, bool checkSubElements=false) const = 0;
|
||||
|
||||
//! Returns the current video driver.
|
||||
/** \return Pointer to the video driver. */
|
||||
virtual video::IVideoDriver* getVideoDriver() const = 0;
|
||||
|
||||
//! Returns the file system.
|
||||
/** \return Pointer to the file system. */
|
||||
virtual io::IFileSystem* getFileSystem() const = 0;
|
||||
|
||||
//! returns a pointer to the OS operator
|
||||
/** \return Pointer to the OS operator. */
|
||||
virtual IOSOperator* getOSOperator() const = 0;
|
||||
|
||||
//! Removes all elements from the environment.
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! Posts an input event to the environment.
|
||||
/** Usually you do not have to
|
||||
use this method, it is used by the engine internally.
|
||||
\param event The event to post.
|
||||
\return True if succeeded, else false. */
|
||||
virtual bool postEventFromUser(const SEvent& event) = 0;
|
||||
|
||||
//! This sets a new event receiver for gui events.
|
||||
/** Usually you do not have to
|
||||
use this method, it is used by the engine internally.
|
||||
\param evr Pointer to the new receiver. */
|
||||
virtual void setUserEventReceiver(IEventReceiver* evr) = 0;
|
||||
|
||||
//! Returns pointer to the current gui skin.
|
||||
/** \return Pointer to the GUI skin. */
|
||||
virtual IGUISkin* getSkin() const = 0;
|
||||
|
||||
//! Sets a new GUI Skin
|
||||
/** You can use this to change the appearance of the whole GUI
|
||||
Environment. You can set one of the built-in skins or implement your
|
||||
own class derived from IGUISkin and enable it using this method.
|
||||
To set for example the built-in Windows classic skin, use the following
|
||||
code:
|
||||
\code
|
||||
gui::IGUISkin* newskin = environment->createSkin(gui::EGST_WINDOWS_CLASSIC);
|
||||
environment->setSkin(newskin);
|
||||
newskin->drop();
|
||||
\endcode
|
||||
\param skin New skin to use.
|
||||
*/
|
||||
virtual void setSkin(IGUISkin* skin) = 0;
|
||||
|
||||
//! Creates a new GUI Skin based on a template.
|
||||
/** Use setSkin() to set the created skin.
|
||||
\param type The type of the new skin.
|
||||
\return Pointer to the created skin.
|
||||
If you no longer need it, you should call IGUISkin::drop().
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IGUISkin* createSkin(EGUI_SKIN_TYPE type) = 0;
|
||||
|
||||
|
||||
//! Creates the image list from the given texture.
|
||||
/** \param texture Texture to split into images
|
||||
\param imageSize Dimension of each image
|
||||
\param useAlphaChannel Flag whether alpha channel of the texture should be honored.
|
||||
\return Pointer to the font. Returns 0 if the font could not be loaded.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIImageList* createImageList( video::ITexture* texture,
|
||||
core::dimension2d<s32> imageSize,
|
||||
bool useAlphaChannel ) = 0;
|
||||
|
||||
//! Returns pointer to the font with the specified filename.
|
||||
/** Loads the font if it was not loaded before.
|
||||
\param filename Filename of the Font.
|
||||
\return Pointer to the font. Returns 0 if the font could not be loaded.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIFont* getFont(const io::path& filename) = 0;
|
||||
|
||||
//! Adds an externally loaded font to the font list.
|
||||
/** This method allows to attach an already loaded font to the list of
|
||||
existing fonts. The font is grabbed if non-null and adding was successful.
|
||||
\param name Name the font should be stored as.
|
||||
\param font Pointer to font to add.
|
||||
\return Pointer to the font stored. This can differ from given parameter if the name previously existed. */
|
||||
virtual IGUIFont* addFont(const io::path& name, IGUIFont* font) = 0;
|
||||
|
||||
//! remove loaded font
|
||||
virtual void removeFont(IGUIFont* font) = 0;
|
||||
|
||||
//! Returns the default built-in font.
|
||||
/** \return Pointer to the default built-in font.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIFont* getBuiltInFont() const = 0;
|
||||
|
||||
//! Returns pointer to the sprite bank which was added with addEmptySpriteBank
|
||||
/** TODO: This should load files in the future, but not implemented so far.
|
||||
\param filename Name of a spritebank added with addEmptySpriteBank
|
||||
\return Pointer to the sprite bank. Returns 0 if it could not be loaded.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual IGUISpriteBank* getSpriteBank(const io::path& filename) = 0;
|
||||
|
||||
//! Adds an empty sprite bank to the manager
|
||||
/** \param name Name of the new sprite bank.
|
||||
\return Pointer to the sprite bank.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
||||
virtual IGUISpriteBank* addEmptySpriteBank(const io::path& name) = 0;
|
||||
|
||||
//! Returns the root gui element.
|
||||
/** This is the first gui element, the (direct or indirect) parent of all
|
||||
other gui elements. It is a valid IGUIElement, with dimensions the same
|
||||
size as the screen.
|
||||
\return Pointer to the root element of the GUI. The returned pointer
|
||||
should not be dropped. See IReferenceCounted::drop() for more
|
||||
information. */
|
||||
virtual IGUIElement* getRootGUIElement() = 0;
|
||||
|
||||
//! Adds a button element.
|
||||
/** \param rectangle Rectangle specifying the borders of the button.
|
||||
\param parent Parent gui element of the button.
|
||||
\param id Id with which the gui element can be identified.
|
||||
\param text Text displayed on the button.
|
||||
\param tooltiptext Text displayed in the tooltip.
|
||||
\return Pointer to the created button. Returns 0 if an error occurred.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIButton* addButton(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0, const wchar_t* tooltiptext = 0) = 0;
|
||||
|
||||
//! Adds a scrollbar.
|
||||
/** \param horizontal Specifies if the scroll bar is drawn horizontal
|
||||
or vertical.
|
||||
\param rectangle Rectangle specifying the borders of the scrollbar.
|
||||
\param parent Parent gui element of the scroll bar.
|
||||
\param id Id to identify the gui element.
|
||||
\return Pointer to the created scrollbar. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIScrollBar* addScrollBar(bool horizontal, const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1) = 0;
|
||||
|
||||
//! Adds an image element.
|
||||
/** \param image Image to be displayed.
|
||||
\param pos Position of the image. The width and height of the image is
|
||||
taken from the image.
|
||||
\param useAlphaChannel Sets if the image should use the alpha channel
|
||||
of the texture to draw itself.
|
||||
\param parent Parent gui element of the image.
|
||||
\param id Id to identify the gui element.
|
||||
\param text Title text of the image (not displayed).
|
||||
\return Pointer to the created image element. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIImage* addImage(video::ITexture* image, core::position2d<s32> pos,
|
||||
bool useAlphaChannel=true, IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0) = 0;
|
||||
|
||||
//! Adds an image element.
|
||||
/** Use IGUIImage::setImage later to set the image to be displayed.
|
||||
\param rectangle Rectangle specifying the borders of the image.
|
||||
\param parent Parent gui element of the image.
|
||||
\param id Id to identify the gui element.
|
||||
\param text Title text of the image (not displayed).
|
||||
\param useAlphaChannel Sets if the image should use the alpha channel
|
||||
of the texture to draw itself.
|
||||
\return Pointer to the created image element. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIImage* addImage(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0, bool useAlphaChannel=true) = 0;
|
||||
|
||||
//! Adds a checkbox element.
|
||||
/** \param checked Define the initial state of the check box.
|
||||
\param rectangle Rectangle specifying the borders of the check box.
|
||||
\param parent Parent gui element of the check box.
|
||||
\param id Id to identify the gui element.
|
||||
\param text Title text of the check box.
|
||||
\return Pointer to the created check box. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUICheckBox* addCheckBox(bool checked, const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1, const wchar_t* text=0) = 0;
|
||||
|
||||
//! Adds a list box element.
|
||||
/** \param rectangle Rectangle specifying the borders of the list box.
|
||||
\param parent Parent gui element of the list box.
|
||||
\param id Id to identify the gui element.
|
||||
\param drawBackground Flag whether the background should be drawn.
|
||||
\return Pointer to the created list box. Returns 0 if an error occurred.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIListBox* addListBox(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1, bool drawBackground=false) = 0;
|
||||
|
||||
//! Adds a file open dialog.
|
||||
/** \param title Text to be displayed as the title of the dialog.
|
||||
\param modal Defines if the dialog is modal. This means, that all other
|
||||
gui elements which were created before the message box cannot be used
|
||||
until this messagebox is removed.
|
||||
\param parent Parent gui element of the dialog.
|
||||
\param id Id to identify the gui element.
|
||||
\param restoreCWD If set to true, the current working directory will be
|
||||
restored after the dialog is closed in some way. Otherwise the working
|
||||
directory will be the one that the file dialog was last showing.
|
||||
\param startDir Optional path for which the file dialog will be opened.
|
||||
\return Pointer to the created file open dialog. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIFileOpenDialog* addFileOpenDialog(const wchar_t* title=0,
|
||||
bool modal=true, IGUIElement* parent=0, s32 id=-1,
|
||||
bool restoreCWD=false, io::path::char_type* startDir=0) = 0;
|
||||
|
||||
//! Adds a static text.
|
||||
/** \param text Text to be displayed. Can be altered after creation by SetText().
|
||||
\param rectangle Rectangle specifying the borders of the static text
|
||||
\param border Set to true if the static text should have a 3d border.
|
||||
\param wordWrap Enable if the text should wrap into multiple lines.
|
||||
\param parent Parent item of the element, e.g. a window.
|
||||
\param id The ID of the element.
|
||||
\param fillBackground Enable if the background shall be filled.
|
||||
Defaults to false.
|
||||
\return Pointer to the created static text. Returns 0 if an error
|
||||
occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIStaticText* addStaticText(const wchar_t* text, const core::rect<s32>& rectangle,
|
||||
bool border=false, bool wordWrap=true, IGUIElement* parent=0, s32 id=-1,
|
||||
bool fillBackground = false) = 0;
|
||||
|
||||
//! Adds an edit box.
|
||||
/** Supports Unicode input from every keyboard around the world,
|
||||
scrolling, copying and pasting (exchanging data with the clipboard
|
||||
directly), maximum character amount, marking, and all shortcuts like
|
||||
ctrl+X, ctrl+V, ctrl+C, shift+Left, shift+Right, Home, End, and so on.
|
||||
\param text Text to be displayed. Can be altered after creation
|
||||
by setText().
|
||||
\param rectangle Rectangle specifying the borders of the edit box.
|
||||
\param border Set to true if the edit box should have a 3d border.
|
||||
\param parent Parent item of the element, e.g. a window.
|
||||
Set it to 0 to place the edit box directly in the environment.
|
||||
\param id The ID of the element.
|
||||
\return Pointer to the created edit box. Returns 0 if an error occurred.
|
||||
This pointer should not be dropped. See IReferenceCounted::drop() for
|
||||
more information. */
|
||||
virtual IGUIEditBox* addEditBox(const wchar_t* text, const core::rect<s32>& rectangle,
|
||||
bool border=true, IGUIElement* parent=0, s32 id=-1) = 0;
|
||||
|
||||
//! Adds a tab control to the environment.
|
||||
/** \param rectangle Rectangle specifying the borders of the tab control.
|
||||
\param parent Parent item of the element, e.g. a window.
|
||||
Set it to 0 to place the tab control directly in the environment.
|
||||
\param fillbackground Specifies if the background of the tab control
|
||||
should be drawn.
|
||||
\param border Specifies if a flat 3d border should be drawn. This is
|
||||
usually not necessary unless you place the control directly into
|
||||
the environment without a window as parent.
|
||||
\param id An identifier for the tab control.
|
||||
\return Pointer to the created tab control element. Returns 0 if an
|
||||
error occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUITabControl* addTabControl(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, bool fillbackground=false,
|
||||
bool border=true, s32 id=-1) = 0;
|
||||
|
||||
//! Adds tab to the environment.
|
||||
/** You can use this element to group other elements. This is not used
|
||||
for creating tabs on tab controls, please use IGUITabControl::addTab()
|
||||
for this instead.
|
||||
\param rectangle Rectangle specifying the borders of the tab.
|
||||
\param parent Parent item of the element, e.g. a window.
|
||||
Set it to 0 to place the tab directly in the environment.
|
||||
\param id An identifier for the tab.
|
||||
\return Pointer to the created tab. Returns 0 if an
|
||||
error occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUITab* addTab(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1) = 0;
|
||||
|
||||
//! Adds a combo box to the environment.
|
||||
/** \param rectangle Rectangle specifying the borders of the combo box.
|
||||
\param parent Parent item of the element, e.g. a window.
|
||||
Set it to 0 to place the combo box directly in the environment.
|
||||
\param id An identifier for the combo box.
|
||||
\return Pointer to the created combo box. Returns 0 if an
|
||||
error occurred. This pointer should not be dropped. See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IGUIComboBox* addComboBox(const core::rect<s32>& rectangle,
|
||||
IGUIElement* parent=0, s32 id=-1) = 0;
|
||||
|
||||
//! Find the next element which would be selected when pressing the tab-key
|
||||
/** If you set the focus for the result you can manually force focus-changes like they
|
||||
would happen otherwise by the tab-keys.
|
||||
\param reverse When true it will search backward (toward lower TabOrder numbers, like shift+tab)
|
||||
\param group When true it will search for the next tab-group (like ctrl+tab)
|
||||
*/
|
||||
virtual IGUIElement* getNextElement(bool reverse=false, bool group=false) = 0;
|
||||
|
||||
//! Set the way the gui will handle automatic focus changes
|
||||
/** The default is (EFF_SET_ON_LMOUSE_DOWN | EFF_SET_ON_TAB).
|
||||
with the left mouse button.
|
||||
This does not affect the setFocus function itself - users can still call that whenever they want on any element.
|
||||
\param flags A bitmask which is a combination of ::EFOCUS_FLAG flags.*/
|
||||
virtual void setFocusBehavior(u32 flags) = 0;
|
||||
|
||||
//! Get the way the gui does handle focus changes
|
||||
/** \returns A bitmask which is a combination of ::EFOCUS_FLAG flags.*/
|
||||
virtual u32 getFocusBehavior() const = 0;
|
||||
|
||||
//! Adds a IGUIElement to deletion queue.
|
||||
/** Queued elements will be removed at the end of each drawAll call.
|
||||
Or latest in the destructor of the GUIEnvironment.
|
||||
This can be used to allow an element removing itself safely in a function
|
||||
iterating over gui elements, like an overloaded IGUIElement::draw or
|
||||
IGUIElement::OnPostRender function.
|
||||
Note that in general just calling IGUIElement::remove() is enough.
|
||||
Unless you create your own GUI elements removing themselves you won't need it.
|
||||
\param element: Element to remove */
|
||||
virtual void addToDeletionQueue(IGUIElement* element) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,50 +1,50 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_FILE_OPEN_DIALOG_H_INCLUDED__
|
||||
#define __I_GUI_FILE_OPEN_DIALOG_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! Standard file chooser dialog.
|
||||
/** \warning When the user selects a folder this does change the current working directory
|
||||
|
||||
\par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_DIRECTORY_SELECTED
|
||||
\li EGET_FILE_SELECTED
|
||||
\li EGET_FILE_CHOOSE_DIALOG_CANCELLED
|
||||
*/
|
||||
class IGUIFileOpenDialog : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIFileOpenDialog(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_FILE_OPEN_DIALOG, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Returns the filename of the selected file converted to wide characters. Returns NULL if no file was selected.
|
||||
virtual const wchar_t* getFileName() const = 0;
|
||||
|
||||
//! Returns the filename of the selected file. Is empty if no file was selected.
|
||||
virtual const io::path& getFileNameP() const = 0;
|
||||
|
||||
//! Returns the directory of the selected file. Empty if no directory was selected.
|
||||
virtual const io::path& getDirectoryName() const = 0;
|
||||
|
||||
//! Returns the directory of the selected file converted to wide characters. Returns NULL if no directory was selected.
|
||||
virtual const wchar_t* getDirectoryNameW() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_FILE_OPEN_DIALOG_H_INCLUDED__
|
||||
#define __I_GUI_FILE_OPEN_DIALOG_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! Standard file chooser dialog.
|
||||
/** \warning When the user selects a folder this does change the current working directory
|
||||
|
||||
\par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_DIRECTORY_SELECTED
|
||||
\li EGET_FILE_SELECTED
|
||||
\li EGET_FILE_CHOOSE_DIALOG_CANCELLED
|
||||
*/
|
||||
class IGUIFileOpenDialog : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIFileOpenDialog(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_FILE_OPEN_DIALOG, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Returns the filename of the selected file converted to wide characters. Returns NULL if no file was selected.
|
||||
virtual const wchar_t* getFileName() const = 0;
|
||||
|
||||
//! Returns the filename of the selected file. Is empty if no file was selected.
|
||||
virtual const io::path& getFileNameP() const = 0;
|
||||
|
||||
//! Returns the directory of the selected file. Empty if no directory was selected.
|
||||
virtual const io::path& getDirectoryName() const = 0;
|
||||
|
||||
//! Returns the directory of the selected file converted to wide characters. Returns NULL if no directory was selected.
|
||||
virtual const wchar_t* getDirectoryNameW() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,104 +1,104 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_FONT_H_INCLUDED__
|
||||
#define __I_GUI_FONT_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "SColor.h"
|
||||
#include "rect.h"
|
||||
#include "irrString.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! An enum for the different types of GUI font.
|
||||
enum EGUI_FONT_TYPE
|
||||
{
|
||||
//! Bitmap fonts loaded from an XML file or a texture.
|
||||
EGFT_BITMAP = 0,
|
||||
|
||||
//! Scalable vector fonts loaded from an XML file.
|
||||
/** These fonts reside in system memory and use no video memory
|
||||
until they are displayed. These are slower than bitmap fonts
|
||||
but can be easily scaled and rotated. */
|
||||
EGFT_VECTOR,
|
||||
|
||||
//! A font which uses a the native API provided by the operating system.
|
||||
/** Currently not used. */
|
||||
EGFT_OS,
|
||||
|
||||
//! An external font type provided by the user.
|
||||
EGFT_CUSTOM
|
||||
};
|
||||
|
||||
//! Font interface.
|
||||
class IGUIFont : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Draws some text and clips it to the specified rectangle if wanted.
|
||||
/** \param text: Text to draw
|
||||
\param position: Rectangle specifying position where to draw the text.
|
||||
\param color: Color of the text
|
||||
\param hcenter: Specifies if the text should be centered horizontally into the rectangle.
|
||||
\param vcenter: Specifies if the text should be centered vertically into the rectangle.
|
||||
\param clip: Optional pointer to a rectangle against which the text will be clipped.
|
||||
If the pointer is null, no clipping will be done. */
|
||||
virtual void draw(const core::stringw& text, const core::rect<s32>& position,
|
||||
video::SColor color, bool hcenter=false, bool vcenter=false,
|
||||
const core::rect<s32>* clip=0) = 0;
|
||||
|
||||
//! Calculates the width and height of a given string of text.
|
||||
/** \return Returns width and height of the area covered by the text if
|
||||
it would be drawn. */
|
||||
virtual core::dimension2d<u32> getDimension(const wchar_t* text) const = 0;
|
||||
|
||||
//! Calculates the index of the character in the text which is on a specific position.
|
||||
/** \param text: Text string.
|
||||
\param pixel_x: X pixel position of which the index of the character will be returned.
|
||||
\return Returns zero based index of the character in the text, and -1 if no no character
|
||||
is on this position. (=the text is too short). */
|
||||
virtual s32 getCharacterFromPos(const wchar_t* text, s32 pixel_x) const = 0;
|
||||
|
||||
//! Returns the type of this font
|
||||
virtual EGUI_FONT_TYPE getType() const { return EGFT_CUSTOM; }
|
||||
|
||||
//! Sets global kerning width for the font.
|
||||
virtual void setKerningWidth (s32 kerning) = 0;
|
||||
|
||||
//! Sets global kerning height for the font.
|
||||
virtual void setKerningHeight (s32 kerning) = 0;
|
||||
|
||||
//! Gets kerning values (distance between letters) for the font. If no parameters are provided,
|
||||
/** the global kerning distance is returned.
|
||||
\param thisLetter: If this parameter is provided, the left side kerning
|
||||
for this letter is added to the global kerning value. For example, a
|
||||
space might only be one pixel wide, but it may be displayed as several
|
||||
pixels.
|
||||
\param previousLetter: If provided, kerning is calculated for both
|
||||
letters and added to the global kerning value. For example, in a font
|
||||
which supports kerning pairs a string such as 'Wo' may have the 'o'
|
||||
tucked neatly under the 'W'.
|
||||
*/
|
||||
virtual s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const = 0;
|
||||
|
||||
//! Returns the distance between letters
|
||||
virtual s32 getKerningHeight() const = 0;
|
||||
|
||||
//! Define which characters should not be drawn by the font.
|
||||
/** For example " " would not draw any space which is usually blank in
|
||||
most fonts.
|
||||
\param s String of symbols which are not send down to the videodriver
|
||||
*/
|
||||
virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_FONT_H_INCLUDED__
|
||||
#define __I_GUI_FONT_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "SColor.h"
|
||||
#include "rect.h"
|
||||
#include "irrString.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! An enum for the different types of GUI font.
|
||||
enum EGUI_FONT_TYPE
|
||||
{
|
||||
//! Bitmap fonts loaded from an XML file or a texture.
|
||||
EGFT_BITMAP = 0,
|
||||
|
||||
//! Scalable vector fonts loaded from an XML file.
|
||||
/** These fonts reside in system memory and use no video memory
|
||||
until they are displayed. These are slower than bitmap fonts
|
||||
but can be easily scaled and rotated. */
|
||||
EGFT_VECTOR,
|
||||
|
||||
//! A font which uses a the native API provided by the operating system.
|
||||
/** Currently not used. */
|
||||
EGFT_OS,
|
||||
|
||||
//! An external font type provided by the user.
|
||||
EGFT_CUSTOM
|
||||
};
|
||||
|
||||
//! Font interface.
|
||||
class IGUIFont : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Draws some text and clips it to the specified rectangle if wanted.
|
||||
/** \param text: Text to draw
|
||||
\param position: Rectangle specifying position where to draw the text.
|
||||
\param color: Color of the text
|
||||
\param hcenter: Specifies if the text should be centered horizontally into the rectangle.
|
||||
\param vcenter: Specifies if the text should be centered vertically into the rectangle.
|
||||
\param clip: Optional pointer to a rectangle against which the text will be clipped.
|
||||
If the pointer is null, no clipping will be done. */
|
||||
virtual void draw(const core::stringw& text, const core::rect<s32>& position,
|
||||
video::SColor color, bool hcenter=false, bool vcenter=false,
|
||||
const core::rect<s32>* clip=0) = 0;
|
||||
|
||||
//! Calculates the width and height of a given string of text.
|
||||
/** \return Returns width and height of the area covered by the text if
|
||||
it would be drawn. */
|
||||
virtual core::dimension2d<u32> getDimension(const wchar_t* text) const = 0;
|
||||
|
||||
//! Calculates the index of the character in the text which is on a specific position.
|
||||
/** \param text: Text string.
|
||||
\param pixel_x: X pixel position of which the index of the character will be returned.
|
||||
\return Returns zero based index of the character in the text, and -1 if no no character
|
||||
is on this position. (=the text is too short). */
|
||||
virtual s32 getCharacterFromPos(const wchar_t* text, s32 pixel_x) const = 0;
|
||||
|
||||
//! Returns the type of this font
|
||||
virtual EGUI_FONT_TYPE getType() const { return EGFT_CUSTOM; }
|
||||
|
||||
//! Sets global kerning width for the font.
|
||||
virtual void setKerningWidth (s32 kerning) = 0;
|
||||
|
||||
//! Sets global kerning height for the font.
|
||||
virtual void setKerningHeight (s32 kerning) = 0;
|
||||
|
||||
//! Gets kerning values (distance between letters) for the font. If no parameters are provided,
|
||||
/** the global kerning distance is returned.
|
||||
\param thisLetter: If this parameter is provided, the left side kerning
|
||||
for this letter is added to the global kerning value. For example, a
|
||||
space might only be one pixel wide, but it may be displayed as several
|
||||
pixels.
|
||||
\param previousLetter: If provided, kerning is calculated for both
|
||||
letters and added to the global kerning value. For example, in a font
|
||||
which supports kerning pairs a string such as 'Wo' may have the 'o'
|
||||
tucked neatly under the 'W'.
|
||||
*/
|
||||
virtual s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const = 0;
|
||||
|
||||
//! Returns the distance between letters
|
||||
virtual s32 getKerningHeight() const = 0;
|
||||
|
||||
//! Define which characters should not be drawn by the font.
|
||||
/** For example " " would not draw any space which is usually blank in
|
||||
most fonts.
|
||||
\param s String of symbols which are not send down to the videodriver
|
||||
*/
|
||||
virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,46 +1,46 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_FONT_BITMAP_H_INCLUDED__
|
||||
#define __I_GUI_FONT_BITMAP_H_INCLUDED__
|
||||
|
||||
#include "IGUIFont.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUISpriteBank;
|
||||
|
||||
//! Font interface.
|
||||
class IGUIFontBitmap : public IGUIFont
|
||||
{
|
||||
public:
|
||||
|
||||
//! Returns the type of this font
|
||||
EGUI_FONT_TYPE getType() const override { return EGFT_BITMAP; }
|
||||
|
||||
//! returns the parsed Symbol Information
|
||||
virtual IGUISpriteBank* getSpriteBank() const = 0;
|
||||
|
||||
//! returns the sprite number from a given character
|
||||
virtual u32 getSpriteNoFromChar(const wchar_t *c) const = 0;
|
||||
|
||||
//! Gets kerning values (distance between letters) for the font. If no parameters are provided,
|
||||
/** the global kerning distance is returned.
|
||||
\param thisLetter: If this parameter is provided, the left side kerning for this letter is added
|
||||
to the global kerning value. For example, a space might only be one pixel wide, but it may
|
||||
be displayed as several pixels.
|
||||
\param previousLetter: If provided, kerning is calculated for both letters and added to the global
|
||||
kerning value. For example, EGFT_BITMAP will add the right kerning value of previousLetter to the
|
||||
left side kerning value of thisLetter, then add the global value.
|
||||
*/
|
||||
s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const override = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_FONT_BITMAP_H_INCLUDED__
|
||||
#define __I_GUI_FONT_BITMAP_H_INCLUDED__
|
||||
|
||||
#include "IGUIFont.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUISpriteBank;
|
||||
|
||||
//! Font interface.
|
||||
class IGUIFontBitmap : public IGUIFont
|
||||
{
|
||||
public:
|
||||
|
||||
//! Returns the type of this font
|
||||
EGUI_FONT_TYPE getType() const override { return EGFT_BITMAP; }
|
||||
|
||||
//! returns the parsed Symbol Information
|
||||
virtual IGUISpriteBank* getSpriteBank() const = 0;
|
||||
|
||||
//! returns the sprite number from a given character
|
||||
virtual u32 getSpriteNoFromChar(const wchar_t *c) const = 0;
|
||||
|
||||
//! Gets kerning values (distance between letters) for the font. If no parameters are provided,
|
||||
/** the global kerning distance is returned.
|
||||
\param thisLetter: If this parameter is provided, the left side kerning for this letter is added
|
||||
to the global kerning value. For example, a space might only be one pixel wide, but it may
|
||||
be displayed as several pixels.
|
||||
\param previousLetter: If provided, kerning is calculated for both letters and added to the global
|
||||
kerning value. For example, EGFT_BITMAP will add the right kerning value of previousLetter to the
|
||||
left side kerning value of thisLetter, then add the global value.
|
||||
*/
|
||||
s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const override = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,87 +1,87 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_IMAGE_H_INCLUDED__
|
||||
#define __I_GUI_IMAGE_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
}
|
||||
namespace gui
|
||||
{
|
||||
//! GUI element displaying an image.
|
||||
class IGUIImage : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIImage(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_IMAGE, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Sets an image texture
|
||||
virtual void setImage(video::ITexture* image) = 0;
|
||||
|
||||
//! Gets the image texture
|
||||
virtual video::ITexture* getImage() const = 0;
|
||||
|
||||
//! Sets the color of the image
|
||||
/** \param color Color with which the image is drawn. If the color
|
||||
equals Color(255,255,255,255) it is ignored. */
|
||||
virtual void setColor(video::SColor color) = 0;
|
||||
|
||||
//! Sets if the image should scale to fit the element
|
||||
virtual void setScaleImage(bool scale) = 0;
|
||||
|
||||
//! Sets if the image should use its alpha channel to draw itself
|
||||
virtual void setUseAlphaChannel(bool use) = 0;
|
||||
|
||||
//! Gets the color of the image
|
||||
virtual video::SColor getColor() const = 0;
|
||||
|
||||
//! Returns true if the image is scaled to fit, false if not
|
||||
virtual bool isImageScaled() const = 0;
|
||||
|
||||
//! Returns true if the image is using the alpha channel, false if not
|
||||
virtual bool isAlphaChannelUsed() const = 0;
|
||||
|
||||
//! Sets the source rectangle of the image. By default the full image is used.
|
||||
/** \param sourceRect coordinates inside the image or an area with size 0 for using the full image (default). */
|
||||
virtual void setSourceRect(const core::rect<s32>& sourceRect) = 0;
|
||||
|
||||
//! Returns the customized source rectangle of the image to be used.
|
||||
/** By default an empty rectangle of width and height 0 is returned which means the full image is used. */
|
||||
virtual core::rect<s32> getSourceRect() const = 0;
|
||||
|
||||
//! Restrict drawing-area.
|
||||
/** This allows for example to use the image as a progress bar.
|
||||
Base for area is the image, which means:
|
||||
- The original clipping area when the texture is scaled or there is no texture.
|
||||
- The source-rect for an unscaled texture (but still restricted afterward by the clipping area)
|
||||
Unlike normal clipping this does not affect the gui-children.
|
||||
\param drawBoundUVs: Coordinates between 0 and 1 where 0 are for left+top and 1 for right+bottom
|
||||
*/
|
||||
virtual void setDrawBounds(const core::rect<f32>& drawBoundUVs = core::rect<f32>(0.f, 0.f, 1.f, 1.f)) = 0;
|
||||
|
||||
//! Get drawing-area restrictions.
|
||||
virtual core::rect<f32> getDrawBounds() const = 0;
|
||||
|
||||
//! Sets whether to draw a background color (EGDC_3D_DARK_SHADOW) when no texture is set
|
||||
/** By default it's enabled */
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Checks if a background is drawn when no texture is set
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_IMAGE_H_INCLUDED__
|
||||
#define __I_GUI_IMAGE_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
}
|
||||
namespace gui
|
||||
{
|
||||
//! GUI element displaying an image.
|
||||
class IGUIImage : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIImage(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_IMAGE, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Sets an image texture
|
||||
virtual void setImage(video::ITexture* image) = 0;
|
||||
|
||||
//! Gets the image texture
|
||||
virtual video::ITexture* getImage() const = 0;
|
||||
|
||||
//! Sets the color of the image
|
||||
/** \param color Color with which the image is drawn. If the color
|
||||
equals Color(255,255,255,255) it is ignored. */
|
||||
virtual void setColor(video::SColor color) = 0;
|
||||
|
||||
//! Sets if the image should scale to fit the element
|
||||
virtual void setScaleImage(bool scale) = 0;
|
||||
|
||||
//! Sets if the image should use its alpha channel to draw itself
|
||||
virtual void setUseAlphaChannel(bool use) = 0;
|
||||
|
||||
//! Gets the color of the image
|
||||
virtual video::SColor getColor() const = 0;
|
||||
|
||||
//! Returns true if the image is scaled to fit, false if not
|
||||
virtual bool isImageScaled() const = 0;
|
||||
|
||||
//! Returns true if the image is using the alpha channel, false if not
|
||||
virtual bool isAlphaChannelUsed() const = 0;
|
||||
|
||||
//! Sets the source rectangle of the image. By default the full image is used.
|
||||
/** \param sourceRect coordinates inside the image or an area with size 0 for using the full image (default). */
|
||||
virtual void setSourceRect(const core::rect<s32>& sourceRect) = 0;
|
||||
|
||||
//! Returns the customized source rectangle of the image to be used.
|
||||
/** By default an empty rectangle of width and height 0 is returned which means the full image is used. */
|
||||
virtual core::rect<s32> getSourceRect() const = 0;
|
||||
|
||||
//! Restrict drawing-area.
|
||||
/** This allows for example to use the image as a progress bar.
|
||||
Base for area is the image, which means:
|
||||
- The original clipping area when the texture is scaled or there is no texture.
|
||||
- The source-rect for an unscaled texture (but still restricted afterward by the clipping area)
|
||||
Unlike normal clipping this does not affect the gui-children.
|
||||
\param drawBoundUVs: Coordinates between 0 and 1 where 0 are for left+top and 1 for right+bottom
|
||||
*/
|
||||
virtual void setDrawBounds(const core::rect<f32>& drawBoundUVs = core::rect<f32>(0.f, 0.f, 1.f, 1.f)) = 0;
|
||||
|
||||
//! Get drawing-area restrictions.
|
||||
virtual core::rect<f32> getDrawBounds() const = 0;
|
||||
|
||||
//! Sets whether to draw a background color (EGDC_3D_DARK_SHADOW) when no texture is set
|
||||
/** By default it's enabled */
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Checks if a background is drawn when no texture is set
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
@ -1,45 +1,45 @@
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// written by Reinhard Ostermeier, reinhard@nospam.r-ostermeier.de
|
||||
|
||||
#ifndef __I_GUI_IMAGE_LIST_H_INCLUDED__
|
||||
#define __I_GUI_IMAGE_LIST_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
#include "rect.h"
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! Font interface.
|
||||
class IGUIImageList : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~IGUIImageList() {};
|
||||
|
||||
//! Draws an image and clips it to the specified rectangle if wanted
|
||||
//! \param index: Index of the image
|
||||
//! \param destPos: Position of the image to draw
|
||||
//! \param clip: Optional pointer to a rectangle against which the text will be clipped.
|
||||
//! If the pointer is null, no clipping will be done.
|
||||
virtual void draw(s32 index, const core::position2d<s32>& destPos,
|
||||
const core::rect<s32>* clip = 0) = 0;
|
||||
|
||||
//! Returns the count of Images in the list.
|
||||
//! \return Returns the count of Images in the list.
|
||||
virtual s32 getImageCount() const = 0;
|
||||
|
||||
//! Returns the size of the images in the list.
|
||||
//! \return Returns the size of the images in the list.
|
||||
virtual core::dimension2d<s32> getImageSize() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// written by Reinhard Ostermeier, reinhard@nospam.r-ostermeier.de
|
||||
|
||||
#ifndef __I_GUI_IMAGE_LIST_H_INCLUDED__
|
||||
#define __I_GUI_IMAGE_LIST_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
#include "rect.h"
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! Font interface.
|
||||
class IGUIImageList : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~IGUIImageList() {};
|
||||
|
||||
//! Draws an image and clips it to the specified rectangle if wanted
|
||||
//! \param index: Index of the image
|
||||
//! \param destPos: Position of the image to draw
|
||||
//! \param clip: Optional pointer to a rectangle against which the text will be clipped.
|
||||
//! If the pointer is null, no clipping will be done.
|
||||
virtual void draw(s32 index, const core::position2d<s32>& destPos,
|
||||
const core::rect<s32>* clip = 0) = 0;
|
||||
|
||||
//! Returns the count of Images in the list.
|
||||
//! \return Returns the count of Images in the list.
|
||||
virtual s32 getImageCount() const = 0;
|
||||
|
||||
//! Returns the size of the images in the list.
|
||||
//! \return Returns the size of the images in the list.
|
||||
virtual core::dimension2d<s32> getImageSize() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,142 +1,142 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_LIST_BOX_H_INCLUDED__
|
||||
#define __I_GUI_LIST_BOX_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
#include "SColor.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUISpriteBank;
|
||||
class IGUIScrollBar;
|
||||
|
||||
//! Enumeration for listbox colors
|
||||
enum EGUI_LISTBOX_COLOR
|
||||
{
|
||||
//! Color of text
|
||||
EGUI_LBC_TEXT=0,
|
||||
//! Color of selected text
|
||||
EGUI_LBC_TEXT_HIGHLIGHT,
|
||||
//! Color of icon
|
||||
EGUI_LBC_ICON,
|
||||
//! Color of selected icon
|
||||
EGUI_LBC_ICON_HIGHLIGHT,
|
||||
//! Not used, just counts the number of available colors
|
||||
EGUI_LBC_COUNT
|
||||
};
|
||||
|
||||
|
||||
//! Default list box GUI element.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_LISTBOX_CHANGED
|
||||
\li EGET_LISTBOX_SELECTED_AGAIN
|
||||
*/
|
||||
class IGUIListBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IGUIListBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_LIST_BOX, environment, parent, id, rectangle) {}
|
||||
|
||||
//! returns amount of list items
|
||||
virtual u32 getItemCount() const = 0;
|
||||
|
||||
//! returns string of a list item. the may id be a value from 0 to itemCount-1
|
||||
virtual const wchar_t* getListItem(u32 id) const = 0;
|
||||
|
||||
//! adds an list item, returns id of item
|
||||
virtual u32 addItem(const wchar_t* text) = 0;
|
||||
|
||||
//! adds an list item with an icon
|
||||
/** \param text Text of list entry
|
||||
\param icon Sprite index of the Icon within the current sprite bank. Set it to -1 if you want no icon
|
||||
\return The id of the new created item */
|
||||
virtual u32 addItem(const wchar_t* text, s32 icon) = 0;
|
||||
|
||||
//! Removes an item from the list
|
||||
virtual void removeItem(u32 index) = 0;
|
||||
|
||||
//! get the the id of the item at the given absolute coordinates
|
||||
/** \return The id of the list item or -1 when no item is at those coordinates*/
|
||||
virtual s32 getItemAt(s32 xpos, s32 ypos) const = 0;
|
||||
|
||||
//! Returns the icon of an item
|
||||
virtual s32 getIcon(u32 index) const = 0;
|
||||
|
||||
//! Sets the sprite bank which should be used to draw list icons.
|
||||
/** This font is set to the sprite bank of the built-in-font by
|
||||
default. A sprite can be displayed in front of every list item.
|
||||
An icon is an index within the icon sprite bank. Several
|
||||
default icons are available in the skin through getIcon. */
|
||||
virtual void setSpriteBank(IGUISpriteBank* bank) = 0;
|
||||
|
||||
//! clears the list, deletes all items in the listbox
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! returns id of selected item. returns -1 if no item is selected.
|
||||
virtual s32 getSelected() const = 0;
|
||||
|
||||
//! sets the selected item. Set this to -1 if no item should be selected
|
||||
virtual void setSelected(s32 index) = 0;
|
||||
|
||||
//! sets the selected item. Set this to 0 if no item should be selected
|
||||
virtual void setSelected(const wchar_t *item) = 0;
|
||||
|
||||
//! set whether the listbox should scroll to newly selected items
|
||||
virtual void setAutoScrollEnabled(bool scroll) = 0;
|
||||
|
||||
//! returns true if automatic scrolling is enabled, false if not.
|
||||
virtual bool isAutoScrollEnabled() const = 0;
|
||||
|
||||
//! set all item colors at given index to color
|
||||
virtual void setItemOverrideColor(u32 index, video::SColor color) = 0;
|
||||
|
||||
//! set all item colors of specified type at given index to color
|
||||
virtual void setItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType, video::SColor color) = 0;
|
||||
|
||||
//! clear all item colors at index
|
||||
virtual void clearItemOverrideColor(u32 index) = 0;
|
||||
|
||||
//! clear item color at index for given colortype
|
||||
virtual void clearItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) = 0;
|
||||
|
||||
//! has the item at index its color overwritten?
|
||||
virtual bool hasItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0;
|
||||
|
||||
//! return the overwrite color at given item index.
|
||||
virtual video::SColor getItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0;
|
||||
|
||||
//! return the default color which is used for the given colorType
|
||||
virtual video::SColor getItemDefaultColor(EGUI_LISTBOX_COLOR colorType) const = 0;
|
||||
|
||||
//! set the item at the given index
|
||||
virtual void setItem(u32 index, const wchar_t* text, s32 icon) = 0;
|
||||
|
||||
//! Insert the item at the given index
|
||||
/** \return The index on success or -1 on failure. */
|
||||
virtual s32 insertItem(u32 index, const wchar_t* text, s32 icon) = 0;
|
||||
|
||||
//! Swap the items at the given indices
|
||||
virtual void swapItems(u32 index1, u32 index2) = 0;
|
||||
|
||||
//! set global itemHeight
|
||||
virtual void setItemHeight( s32 height ) = 0;
|
||||
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Access the vertical scrollbar
|
||||
virtual IGUIScrollBar* getVerticalScrollBar() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_LIST_BOX_H_INCLUDED__
|
||||
#define __I_GUI_LIST_BOX_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
#include "SColor.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUISpriteBank;
|
||||
class IGUIScrollBar;
|
||||
|
||||
//! Enumeration for listbox colors
|
||||
enum EGUI_LISTBOX_COLOR
|
||||
{
|
||||
//! Color of text
|
||||
EGUI_LBC_TEXT=0,
|
||||
//! Color of selected text
|
||||
EGUI_LBC_TEXT_HIGHLIGHT,
|
||||
//! Color of icon
|
||||
EGUI_LBC_ICON,
|
||||
//! Color of selected icon
|
||||
EGUI_LBC_ICON_HIGHLIGHT,
|
||||
//! Not used, just counts the number of available colors
|
||||
EGUI_LBC_COUNT
|
||||
};
|
||||
|
||||
|
||||
//! Default list box GUI element.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_LISTBOX_CHANGED
|
||||
\li EGET_LISTBOX_SELECTED_AGAIN
|
||||
*/
|
||||
class IGUIListBox : public IGUIElement
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
IGUIListBox(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_LIST_BOX, environment, parent, id, rectangle) {}
|
||||
|
||||
//! returns amount of list items
|
||||
virtual u32 getItemCount() const = 0;
|
||||
|
||||
//! returns string of a list item. the may id be a value from 0 to itemCount-1
|
||||
virtual const wchar_t* getListItem(u32 id) const = 0;
|
||||
|
||||
//! adds an list item, returns id of item
|
||||
virtual u32 addItem(const wchar_t* text) = 0;
|
||||
|
||||
//! adds an list item with an icon
|
||||
/** \param text Text of list entry
|
||||
\param icon Sprite index of the Icon within the current sprite bank. Set it to -1 if you want no icon
|
||||
\return The id of the new created item */
|
||||
virtual u32 addItem(const wchar_t* text, s32 icon) = 0;
|
||||
|
||||
//! Removes an item from the list
|
||||
virtual void removeItem(u32 index) = 0;
|
||||
|
||||
//! get the the id of the item at the given absolute coordinates
|
||||
/** \return The id of the list item or -1 when no item is at those coordinates*/
|
||||
virtual s32 getItemAt(s32 xpos, s32 ypos) const = 0;
|
||||
|
||||
//! Returns the icon of an item
|
||||
virtual s32 getIcon(u32 index) const = 0;
|
||||
|
||||
//! Sets the sprite bank which should be used to draw list icons.
|
||||
/** This font is set to the sprite bank of the built-in-font by
|
||||
default. A sprite can be displayed in front of every list item.
|
||||
An icon is an index within the icon sprite bank. Several
|
||||
default icons are available in the skin through getIcon. */
|
||||
virtual void setSpriteBank(IGUISpriteBank* bank) = 0;
|
||||
|
||||
//! clears the list, deletes all items in the listbox
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! returns id of selected item. returns -1 if no item is selected.
|
||||
virtual s32 getSelected() const = 0;
|
||||
|
||||
//! sets the selected item. Set this to -1 if no item should be selected
|
||||
virtual void setSelected(s32 index) = 0;
|
||||
|
||||
//! sets the selected item. Set this to 0 if no item should be selected
|
||||
virtual void setSelected(const wchar_t *item) = 0;
|
||||
|
||||
//! set whether the listbox should scroll to newly selected items
|
||||
virtual void setAutoScrollEnabled(bool scroll) = 0;
|
||||
|
||||
//! returns true if automatic scrolling is enabled, false if not.
|
||||
virtual bool isAutoScrollEnabled() const = 0;
|
||||
|
||||
//! set all item colors at given index to color
|
||||
virtual void setItemOverrideColor(u32 index, video::SColor color) = 0;
|
||||
|
||||
//! set all item colors of specified type at given index to color
|
||||
virtual void setItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType, video::SColor color) = 0;
|
||||
|
||||
//! clear all item colors at index
|
||||
virtual void clearItemOverrideColor(u32 index) = 0;
|
||||
|
||||
//! clear item color at index for given colortype
|
||||
virtual void clearItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) = 0;
|
||||
|
||||
//! has the item at index its color overwritten?
|
||||
virtual bool hasItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0;
|
||||
|
||||
//! return the overwrite color at given item index.
|
||||
virtual video::SColor getItemOverrideColor(u32 index, EGUI_LISTBOX_COLOR colorType) const = 0;
|
||||
|
||||
//! return the default color which is used for the given colorType
|
||||
virtual video::SColor getItemDefaultColor(EGUI_LISTBOX_COLOR colorType) const = 0;
|
||||
|
||||
//! set the item at the given index
|
||||
virtual void setItem(u32 index, const wchar_t* text, s32 icon) = 0;
|
||||
|
||||
//! Insert the item at the given index
|
||||
/** \return The index on success or -1 on failure. */
|
||||
virtual s32 insertItem(u32 index, const wchar_t* text, s32 icon) = 0;
|
||||
|
||||
//! Swap the items at the given indices
|
||||
virtual void swapItems(u32 index1, u32 index2) = 0;
|
||||
|
||||
//! set global itemHeight
|
||||
virtual void setItemHeight( s32 height ) = 0;
|
||||
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Access the vertical scrollbar
|
||||
virtual IGUIScrollBar* getVerticalScrollBar() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,65 +1,65 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_SCROLL_BAR_H_INCLUDED__
|
||||
#define __I_GUI_SCROLL_BAR_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! Default scroll bar GUI element.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_SCROLL_BAR_CHANGED
|
||||
*/
|
||||
class IGUIScrollBar : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIScrollBar(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_SCROLL_BAR, environment, parent, id, rectangle) {}
|
||||
|
||||
//! sets the maximum value of the scrollbar.
|
||||
virtual void setMax(s32 max) = 0;
|
||||
//! gets the maximum value of the scrollbar.
|
||||
virtual s32 getMax() const = 0;
|
||||
|
||||
//! sets the minimum value of the scrollbar.
|
||||
virtual void setMin(s32 min) = 0;
|
||||
//! gets the minimum value of the scrollbar.
|
||||
virtual s32 getMin() const = 0;
|
||||
|
||||
//! gets the small step value
|
||||
virtual s32 getSmallStep() const = 0;
|
||||
|
||||
//! Sets the small step
|
||||
/** That is the amount that the value changes by when clicking
|
||||
on the buttons or using the cursor keys. */
|
||||
virtual void setSmallStep(s32 step) = 0;
|
||||
|
||||
//! gets the large step value
|
||||
virtual s32 getLargeStep() const = 0;
|
||||
|
||||
//! Sets the large step
|
||||
/** That is the amount that the value changes by when clicking
|
||||
in the tray, or using the page up and page down keys. */
|
||||
virtual void setLargeStep(s32 step) = 0;
|
||||
|
||||
//! gets the current position of the scrollbar
|
||||
virtual s32 getPos() const = 0;
|
||||
|
||||
//! sets the current position of the scrollbar
|
||||
virtual void setPos(s32 pos) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_SCROLL_BAR_H_INCLUDED__
|
||||
#define __I_GUI_SCROLL_BAR_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! Default scroll bar GUI element.
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_SCROLL_BAR_CHANGED
|
||||
*/
|
||||
class IGUIScrollBar : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIScrollBar(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_SCROLL_BAR, environment, parent, id, rectangle) {}
|
||||
|
||||
//! sets the maximum value of the scrollbar.
|
||||
virtual void setMax(s32 max) = 0;
|
||||
//! gets the maximum value of the scrollbar.
|
||||
virtual s32 getMax() const = 0;
|
||||
|
||||
//! sets the minimum value of the scrollbar.
|
||||
virtual void setMin(s32 min) = 0;
|
||||
//! gets the minimum value of the scrollbar.
|
||||
virtual s32 getMin() const = 0;
|
||||
|
||||
//! gets the small step value
|
||||
virtual s32 getSmallStep() const = 0;
|
||||
|
||||
//! Sets the small step
|
||||
/** That is the amount that the value changes by when clicking
|
||||
on the buttons or using the cursor keys. */
|
||||
virtual void setSmallStep(s32 step) = 0;
|
||||
|
||||
//! gets the large step value
|
||||
virtual s32 getLargeStep() const = 0;
|
||||
|
||||
//! Sets the large step
|
||||
/** That is the amount that the value changes by when clicking
|
||||
in the tray, or using the page up and page down keys. */
|
||||
virtual void setLargeStep(s32 step) = 0;
|
||||
|
||||
//! gets the current position of the scrollbar
|
||||
virtual s32 getPos() const = 0;
|
||||
|
||||
//! sets the current position of the scrollbar
|
||||
virtual void setPos(s32 pos) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
1160
include/IGUISkin.h
1160
include/IGUISkin.h
File diff suppressed because it is too large
Load Diff
@ -1,142 +1,142 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_SPRITE_BANK_H_INCLUDED__
|
||||
#define __I_GUI_SPRITE_BANK_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "irrArray.h"
|
||||
#include "SColor.h"
|
||||
#include "rect.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! A single sprite frame.
|
||||
// Note for implementer: Can't fix variable names to uppercase as this is a public interface used since a while
|
||||
struct SGUISpriteFrame
|
||||
{
|
||||
SGUISpriteFrame() : textureNumber(0), rectNumber(0)
|
||||
{
|
||||
}
|
||||
|
||||
SGUISpriteFrame(u32 textureIndex, u32 positionIndex)
|
||||
: textureNumber(textureIndex), rectNumber(positionIndex)
|
||||
{
|
||||
}
|
||||
|
||||
//! Texture index in IGUISpriteBank
|
||||
u32 textureNumber;
|
||||
|
||||
//! Index in IGUISpriteBank::getPositions()
|
||||
u32 rectNumber;
|
||||
};
|
||||
|
||||
//! A sprite composed of several frames.
|
||||
// Note for implementer: Can't fix variable names to uppercase as this is a public interface used since a while
|
||||
struct SGUISprite
|
||||
{
|
||||
SGUISprite() : frameTime(0) {}
|
||||
SGUISprite(const SGUISpriteFrame& firstFrame) : frameTime(0)
|
||||
{
|
||||
Frames.push_back(firstFrame);
|
||||
}
|
||||
|
||||
core::array<SGUISpriteFrame> Frames;
|
||||
u32 frameTime;
|
||||
};
|
||||
|
||||
|
||||
//! Sprite bank interface.
|
||||
/** See http://http://irrlicht.sourceforge.net/forum//viewtopic.php?f=9&t=25742
|
||||
* for more information how to use the spritebank.
|
||||
*/
|
||||
class IGUISpriteBank : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Returns the list of rectangles held by the sprite bank
|
||||
virtual core::array< core::rect<s32> >& getPositions() = 0;
|
||||
|
||||
//! Returns the array of animated sprites within the sprite bank
|
||||
virtual core::array< SGUISprite >& getSprites() = 0;
|
||||
|
||||
//! Returns the number of textures held by the sprite bank
|
||||
virtual u32 getTextureCount() const = 0;
|
||||
|
||||
//! Gets the texture with the specified index
|
||||
virtual video::ITexture* getTexture(u32 index) const = 0;
|
||||
|
||||
//! Adds a texture to the sprite bank
|
||||
virtual void addTexture(video::ITexture* texture) = 0;
|
||||
|
||||
//! Changes one of the textures in the sprite bank
|
||||
virtual void setTexture(u32 index, video::ITexture* texture) = 0;
|
||||
|
||||
//! Add the texture and use it for a single non-animated sprite.
|
||||
/** The texture and the corresponding rectangle and sprite will all be added to the end of each array.
|
||||
\returns The index of the sprite or -1 on failure */
|
||||
virtual s32 addTextureAsSprite(video::ITexture* texture) = 0;
|
||||
|
||||
//! Clears sprites, rectangles and textures
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! Draws a sprite in 2d with position and color
|
||||
/**
|
||||
\param index Index of SGUISprite to draw
|
||||
\param pos Target position - depending on center value either the left-top or the sprite center is used as pivot
|
||||
\param clip Clipping rectangle, can be 0 when clipping is not wanted.
|
||||
\param color Color with which the image is drawn.
|
||||
Note that the alpha component is used. If alpha is other than
|
||||
255, the image will be transparent.
|
||||
\param starttime Tick when the first frame was drawn (only difference currenttime-starttime matters).
|
||||
\param currenttime To calculate the frame of animated sprites
|
||||
\param loop When true animations are looped
|
||||
\param center When true pivot is set to the sprite-center. So it affects pos.
|
||||
*/
|
||||
virtual void draw2DSprite(u32 index, const core::position2di& pos,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor& color= video::SColor(255,255,255,255),
|
||||
u32 starttime=0, u32 currenttime=0,
|
||||
bool loop=true, bool center=false) = 0;
|
||||
|
||||
//! Draws a sprite in 2d with destination rectangle and colors
|
||||
/**
|
||||
\param index Index of SGUISprite to draw
|
||||
\param destRect The sprite will be scaled to fit this target rectangle
|
||||
\param clip Clipping rectangle, can be 0 when clipping is not wanted.
|
||||
\param colors Array of 4 colors denoting the color values of
|
||||
the corners of the destRect
|
||||
\param timeTicks Current frame for animated sprites
|
||||
(same as currenttime-starttime in other draw2DSprite function)
|
||||
\param loop When true animations are looped
|
||||
*/
|
||||
virtual void draw2DSprite(u32 index, const core::rect<s32>& destRect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor * const colors=0,
|
||||
u32 timeTicks = 0,
|
||||
bool loop=true) = 0;
|
||||
|
||||
//! Draws a sprite batch in 2d using an array of positions and a color
|
||||
virtual void draw2DSpriteBatch(const core::array<u32>& indices, const core::array<core::position2di>& pos,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor& color= video::SColor(255,255,255,255),
|
||||
u32 starttime=0, u32 currenttime=0,
|
||||
bool loop=true, bool center=false) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif // __I_GUI_SPRITE_BANK_H_INCLUDED__
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_SPRITE_BANK_H_INCLUDED__
|
||||
#define __I_GUI_SPRITE_BANK_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "irrArray.h"
|
||||
#include "SColor.h"
|
||||
#include "rect.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
|
||||
namespace gui
|
||||
{
|
||||
|
||||
//! A single sprite frame.
|
||||
// Note for implementer: Can't fix variable names to uppercase as this is a public interface used since a while
|
||||
struct SGUISpriteFrame
|
||||
{
|
||||
SGUISpriteFrame() : textureNumber(0), rectNumber(0)
|
||||
{
|
||||
}
|
||||
|
||||
SGUISpriteFrame(u32 textureIndex, u32 positionIndex)
|
||||
: textureNumber(textureIndex), rectNumber(positionIndex)
|
||||
{
|
||||
}
|
||||
|
||||
//! Texture index in IGUISpriteBank
|
||||
u32 textureNumber;
|
||||
|
||||
//! Index in IGUISpriteBank::getPositions()
|
||||
u32 rectNumber;
|
||||
};
|
||||
|
||||
//! A sprite composed of several frames.
|
||||
// Note for implementer: Can't fix variable names to uppercase as this is a public interface used since a while
|
||||
struct SGUISprite
|
||||
{
|
||||
SGUISprite() : frameTime(0) {}
|
||||
SGUISprite(const SGUISpriteFrame& firstFrame) : frameTime(0)
|
||||
{
|
||||
Frames.push_back(firstFrame);
|
||||
}
|
||||
|
||||
core::array<SGUISpriteFrame> Frames;
|
||||
u32 frameTime;
|
||||
};
|
||||
|
||||
|
||||
//! Sprite bank interface.
|
||||
/** See http://http://irrlicht.sourceforge.net/forum//viewtopic.php?f=9&t=25742
|
||||
* for more information how to use the spritebank.
|
||||
*/
|
||||
class IGUISpriteBank : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Returns the list of rectangles held by the sprite bank
|
||||
virtual core::array< core::rect<s32> >& getPositions() = 0;
|
||||
|
||||
//! Returns the array of animated sprites within the sprite bank
|
||||
virtual core::array< SGUISprite >& getSprites() = 0;
|
||||
|
||||
//! Returns the number of textures held by the sprite bank
|
||||
virtual u32 getTextureCount() const = 0;
|
||||
|
||||
//! Gets the texture with the specified index
|
||||
virtual video::ITexture* getTexture(u32 index) const = 0;
|
||||
|
||||
//! Adds a texture to the sprite bank
|
||||
virtual void addTexture(video::ITexture* texture) = 0;
|
||||
|
||||
//! Changes one of the textures in the sprite bank
|
||||
virtual void setTexture(u32 index, video::ITexture* texture) = 0;
|
||||
|
||||
//! Add the texture and use it for a single non-animated sprite.
|
||||
/** The texture and the corresponding rectangle and sprite will all be added to the end of each array.
|
||||
\returns The index of the sprite or -1 on failure */
|
||||
virtual s32 addTextureAsSprite(video::ITexture* texture) = 0;
|
||||
|
||||
//! Clears sprites, rectangles and textures
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! Draws a sprite in 2d with position and color
|
||||
/**
|
||||
\param index Index of SGUISprite to draw
|
||||
\param pos Target position - depending on center value either the left-top or the sprite center is used as pivot
|
||||
\param clip Clipping rectangle, can be 0 when clipping is not wanted.
|
||||
\param color Color with which the image is drawn.
|
||||
Note that the alpha component is used. If alpha is other than
|
||||
255, the image will be transparent.
|
||||
\param starttime Tick when the first frame was drawn (only difference currenttime-starttime matters).
|
||||
\param currenttime To calculate the frame of animated sprites
|
||||
\param loop When true animations are looped
|
||||
\param center When true pivot is set to the sprite-center. So it affects pos.
|
||||
*/
|
||||
virtual void draw2DSprite(u32 index, const core::position2di& pos,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor& color= video::SColor(255,255,255,255),
|
||||
u32 starttime=0, u32 currenttime=0,
|
||||
bool loop=true, bool center=false) = 0;
|
||||
|
||||
//! Draws a sprite in 2d with destination rectangle and colors
|
||||
/**
|
||||
\param index Index of SGUISprite to draw
|
||||
\param destRect The sprite will be scaled to fit this target rectangle
|
||||
\param clip Clipping rectangle, can be 0 when clipping is not wanted.
|
||||
\param colors Array of 4 colors denoting the color values of
|
||||
the corners of the destRect
|
||||
\param timeTicks Current frame for animated sprites
|
||||
(same as currenttime-starttime in other draw2DSprite function)
|
||||
\param loop When true animations are looped
|
||||
*/
|
||||
virtual void draw2DSprite(u32 index, const core::rect<s32>& destRect,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor * const colors=0,
|
||||
u32 timeTicks = 0,
|
||||
bool loop=true) = 0;
|
||||
|
||||
//! Draws a sprite batch in 2d using an array of positions and a color
|
||||
virtual void draw2DSpriteBatch(const core::array<u32>& indices, const core::array<core::position2di>& pos,
|
||||
const core::rect<s32>* clip=0,
|
||||
const video::SColor& color= video::SColor(255,255,255,255),
|
||||
u32 starttime=0, u32 currenttime=0,
|
||||
bool loop=true, bool center=false) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif // __I_GUI_SPRITE_BANK_H_INCLUDED__
|
||||
|
||||
|
@ -1,139 +1,139 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_STATIC_TEXT_H_INCLUDED__
|
||||
#define __I_GUI_STATIC_TEXT_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
#include "SColor.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUIFont;
|
||||
|
||||
//! Multi or single line text label.
|
||||
class IGUIStaticText : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIStaticText(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_STATIC_TEXT, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Sets another skin independent font.
|
||||
/** If this is set to zero, the button uses the font of the skin.
|
||||
\param font: New font to set. */
|
||||
virtual void setOverrideFont(IGUIFont* font=0) = 0;
|
||||
|
||||
//! Gets the override font (if any)
|
||||
/** \return The override font (may be 0) */
|
||||
virtual IGUIFont* getOverrideFont(void) const = 0;
|
||||
|
||||
//! Get the font which is used right now for drawing
|
||||
/** Currently this is the override font when one is set and the
|
||||
font of the active skin otherwise */
|
||||
virtual IGUIFont* getActiveFont() const = 0;
|
||||
|
||||
//! Sets another color for the text.
|
||||
/** If set, the static text does not use the EGDC_BUTTON_TEXT color defined
|
||||
in the skin, but the set color instead. You don't need to call
|
||||
IGUIStaticText::enableOverrrideColor(true) after this, this is done
|
||||
by this function.
|
||||
If you set a color, and you want the text displayed with the color
|
||||
of the skin again, call IGUIStaticText::enableOverrideColor(false);
|
||||
\param color: New color of the text. */
|
||||
virtual void setOverrideColor(video::SColor color) = 0;
|
||||
|
||||
//! Gets the override color
|
||||
/** \return: The override color */
|
||||
virtual video::SColor getOverrideColor(void) const = 0;
|
||||
|
||||
//! Gets the currently used text color
|
||||
/** Either a skin-color for the current state or the override color */
|
||||
virtual video::SColor getActiveColor() const = 0;
|
||||
|
||||
//! Sets if the static text should use the override color or the color in the gui skin.
|
||||
/** \param enable: If set to true, the override color, which can be set
|
||||
with IGUIStaticText::setOverrideColor is used, otherwise the
|
||||
EGDC_BUTTON_TEXT color of the skin. */
|
||||
virtual void enableOverrideColor(bool enable) = 0;
|
||||
|
||||
//! Checks if an override color is enabled
|
||||
/** \return true if the override color is enabled, false otherwise */
|
||||
virtual bool isOverrideColorEnabled(void) const = 0;
|
||||
|
||||
//! Sets another color for the background.
|
||||
virtual void setBackgroundColor(video::SColor color) = 0;
|
||||
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Checks if background drawing is enabled
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
|
||||
//! Gets the background color
|
||||
/** \return: The background color */
|
||||
virtual video::SColor getBackgroundColor() const = 0;
|
||||
|
||||
//! Sets whether to draw the border
|
||||
virtual void setDrawBorder(bool draw) = 0;
|
||||
|
||||
//! Checks if border drawing is enabled
|
||||
/** \return true if border drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBorderEnabled() const = 0;
|
||||
|
||||
//! Sets text justification mode
|
||||
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
|
||||
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
|
||||
\param vertical: EGUIA_UPPERLEFT to align with top edge (default),
|
||||
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.
|
||||
/** \param enable: If set to true, words going over one line are
|
||||
broken on to the next line. */
|
||||
virtual void setWordWrap(bool enable) = 0;
|
||||
|
||||
//! Checks if word wrap is enabled
|
||||
/** \return true if word wrap is enabled, false otherwise */
|
||||
virtual bool isWordWrapEnabled(void) const = 0;
|
||||
|
||||
//! Returns the height of the text in pixels when it is drawn.
|
||||
/** This is useful for adjusting the layout of gui elements based on the height
|
||||
of the multiline text in this element.
|
||||
\return Height of text in pixels. */
|
||||
virtual s32 getTextHeight() const = 0;
|
||||
|
||||
//! Returns the width of the current text, in the current font
|
||||
/** If the text is broken, this returns the width of the widest line
|
||||
\return The width of the text, or the widest broken line. */
|
||||
virtual s32 getTextWidth(void) const = 0;
|
||||
|
||||
//! Set whether the text in this label should be clipped if it goes outside bounds
|
||||
virtual void setTextRestrainedInside(bool restrainedInside) = 0;
|
||||
|
||||
//! Checks if the text in this label should be clipped if it goes outside bounds
|
||||
virtual bool isTextRestrainedInside() const = 0;
|
||||
|
||||
//! Set whether the string should be interpreted as right-to-left (RTL) text
|
||||
/** \note This component does not implement the Unicode bidi standard, the
|
||||
text of the component should be already RTL if you call this. The
|
||||
main difference when RTL is enabled is that the linebreaks for multiline
|
||||
elements are performed starting from the end.
|
||||
*/
|
||||
virtual void setRightToLeft(bool rtl) = 0;
|
||||
|
||||
//! Checks whether the text in this element should be interpreted as right-to-left
|
||||
virtual bool isRightToLeft() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_STATIC_TEXT_H_INCLUDED__
|
||||
#define __I_GUI_STATIC_TEXT_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
#include "SColor.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUIFont;
|
||||
|
||||
//! Multi or single line text label.
|
||||
class IGUIStaticText : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIStaticText(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_STATIC_TEXT, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Sets another skin independent font.
|
||||
/** If this is set to zero, the button uses the font of the skin.
|
||||
\param font: New font to set. */
|
||||
virtual void setOverrideFont(IGUIFont* font=0) = 0;
|
||||
|
||||
//! Gets the override font (if any)
|
||||
/** \return The override font (may be 0) */
|
||||
virtual IGUIFont* getOverrideFont(void) const = 0;
|
||||
|
||||
//! Get the font which is used right now for drawing
|
||||
/** Currently this is the override font when one is set and the
|
||||
font of the active skin otherwise */
|
||||
virtual IGUIFont* getActiveFont() const = 0;
|
||||
|
||||
//! Sets another color for the text.
|
||||
/** If set, the static text does not use the EGDC_BUTTON_TEXT color defined
|
||||
in the skin, but the set color instead. You don't need to call
|
||||
IGUIStaticText::enableOverrrideColor(true) after this, this is done
|
||||
by this function.
|
||||
If you set a color, and you want the text displayed with the color
|
||||
of the skin again, call IGUIStaticText::enableOverrideColor(false);
|
||||
\param color: New color of the text. */
|
||||
virtual void setOverrideColor(video::SColor color) = 0;
|
||||
|
||||
//! Gets the override color
|
||||
/** \return: The override color */
|
||||
virtual video::SColor getOverrideColor(void) const = 0;
|
||||
|
||||
//! Gets the currently used text color
|
||||
/** Either a skin-color for the current state or the override color */
|
||||
virtual video::SColor getActiveColor() const = 0;
|
||||
|
||||
//! Sets if the static text should use the override color or the color in the gui skin.
|
||||
/** \param enable: If set to true, the override color, which can be set
|
||||
with IGUIStaticText::setOverrideColor is used, otherwise the
|
||||
EGDC_BUTTON_TEXT color of the skin. */
|
||||
virtual void enableOverrideColor(bool enable) = 0;
|
||||
|
||||
//! Checks if an override color is enabled
|
||||
/** \return true if the override color is enabled, false otherwise */
|
||||
virtual bool isOverrideColorEnabled(void) const = 0;
|
||||
|
||||
//! Sets another color for the background.
|
||||
virtual void setBackgroundColor(video::SColor color) = 0;
|
||||
|
||||
//! Sets whether to draw the background
|
||||
virtual void setDrawBackground(bool draw) = 0;
|
||||
|
||||
//! Checks if background drawing is enabled
|
||||
/** \return true if background drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBackgroundEnabled() const = 0;
|
||||
|
||||
//! Gets the background color
|
||||
/** \return: The background color */
|
||||
virtual video::SColor getBackgroundColor() const = 0;
|
||||
|
||||
//! Sets whether to draw the border
|
||||
virtual void setDrawBorder(bool draw) = 0;
|
||||
|
||||
//! Checks if border drawing is enabled
|
||||
/** \return true if border drawing is enabled, false otherwise */
|
||||
virtual bool isDrawBorderEnabled() const = 0;
|
||||
|
||||
//! Sets text justification mode
|
||||
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
|
||||
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
|
||||
\param vertical: EGUIA_UPPERLEFT to align with top edge (default),
|
||||
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.
|
||||
/** \param enable: If set to true, words going over one line are
|
||||
broken on to the next line. */
|
||||
virtual void setWordWrap(bool enable) = 0;
|
||||
|
||||
//! Checks if word wrap is enabled
|
||||
/** \return true if word wrap is enabled, false otherwise */
|
||||
virtual bool isWordWrapEnabled(void) const = 0;
|
||||
|
||||
//! Returns the height of the text in pixels when it is drawn.
|
||||
/** This is useful for adjusting the layout of gui elements based on the height
|
||||
of the multiline text in this element.
|
||||
\return Height of text in pixels. */
|
||||
virtual s32 getTextHeight() const = 0;
|
||||
|
||||
//! Returns the width of the current text, in the current font
|
||||
/** If the text is broken, this returns the width of the widest line
|
||||
\return The width of the text, or the widest broken line. */
|
||||
virtual s32 getTextWidth(void) const = 0;
|
||||
|
||||
//! Set whether the text in this label should be clipped if it goes outside bounds
|
||||
virtual void setTextRestrainedInside(bool restrainedInside) = 0;
|
||||
|
||||
//! Checks if the text in this label should be clipped if it goes outside bounds
|
||||
virtual bool isTextRestrainedInside() const = 0;
|
||||
|
||||
//! Set whether the string should be interpreted as right-to-left (RTL) text
|
||||
/** \note This component does not implement the Unicode bidi standard, the
|
||||
text of the component should be already RTL if you call this. The
|
||||
main difference when RTL is enabled is that the linebreaks for multiline
|
||||
elements are performed starting from the end.
|
||||
*/
|
||||
virtual void setRightToLeft(bool rtl) = 0;
|
||||
|
||||
//! Checks whether the text in this element should be interpreted as right-to-left
|
||||
virtual bool isRightToLeft() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,155 +1,155 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_TAB_CONTROL_H_INCLUDED__
|
||||
#define __I_GUI_TAB_CONTROL_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
#include "SColor.h"
|
||||
#include "IGUISkin.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUITab;
|
||||
|
||||
//! A standard tab control
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_TAB_CHANGED
|
||||
*/
|
||||
class IGUITabControl : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUITabControl(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_TAB_CONTROL, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Adds a tab
|
||||
virtual IGUITab* addTab(const wchar_t* caption, s32 id=-1) = 0;
|
||||
|
||||
//! Adds an existing tab
|
||||
/** Note that it will also add the tab as a child of this TabControl.
|
||||
\return Index of added tab or -1 for failure*/
|
||||
virtual s32 addTab(IGUITab* tab) = 0;
|
||||
|
||||
//! Insert the tab at the given index
|
||||
/** \return The tab on success or NULL on failure. */
|
||||
virtual IGUITab* insertTab(s32 idx, const wchar_t* caption, s32 id=-1) = 0;
|
||||
|
||||
//! Insert an existing tab
|
||||
/** Note that it will also add the tab as a child of this TabControl.
|
||||
\param idx Index at which tab will be inserted. Later tabs will be moved.
|
||||
Previous active tab will stay active unless this is the first
|
||||
element to be inserted in which case it becomes active.
|
||||
\param tab New tab to insert.
|
||||
\param serializationMode Internally used for serialization. You should not need this.
|
||||
When true it reserves space for the index, doesn't move but replaces tabs
|
||||
and it doesn't change the active tab.
|
||||
\return Index of added tab (should be same as the one passed) or -1 for failure*/
|
||||
virtual s32 insertTab(s32 idx, IGUITab* tab, bool serializationMode=false) = 0;
|
||||
|
||||
//! Removes a tab from the tabcontrol
|
||||
virtual void removeTab(s32 idx) = 0;
|
||||
|
||||
//! Clears the tabcontrol removing all tabs
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! Returns amount of tabs in the tabcontrol
|
||||
virtual s32 getTabCount() const = 0;
|
||||
|
||||
//! Returns a tab based on zero based index
|
||||
/** \param idx: zero based index of tab. Is a value between 0 and getTabcount()-1;
|
||||
\return Returns pointer to the Tab. Returns 0 if no tab
|
||||
is corresponding to this tab. */
|
||||
virtual IGUITab* getTab(s32 idx) const = 0;
|
||||
|
||||
//! For given element find if it's a tab and return it's zero-based index (or -1 for not found)
|
||||
/** \param tab Tab for which we are looking (usually you will look for an IGUITab* type as only
|
||||
those can be tabs, but we allow looking for any kind of IGUIElement* as there are some
|
||||
use-cases for that even if it just returns 0. For example this way you can check for
|
||||
all children of this gui-element if they are tabs or some non-tab children.*/
|
||||
virtual s32 getTabIndex(const IGUIElement *tab) const = 0;
|
||||
|
||||
//! Brings a tab to front.
|
||||
/** \param idx: number of the tab.
|
||||
\return Returns true if successful. */
|
||||
virtual bool setActiveTab(s32 idx) = 0;
|
||||
|
||||
//! Brings a tab to front.
|
||||
/** \param tab: pointer to the tab.
|
||||
\return Returns true if successful. */
|
||||
virtual bool setActiveTab(IGUITab *tab) = 0;
|
||||
|
||||
//! Returns which tab is currently active
|
||||
virtual s32 getActiveTab() const = 0;
|
||||
|
||||
//! get the the id of the tab at the given absolute coordinates
|
||||
/** \return The id of the tab or -1 when no tab is at those coordinates*/
|
||||
virtual s32 getTabAt(s32 xpos, s32 ypos) const = 0;
|
||||
|
||||
//! Set the height of the tabs
|
||||
virtual void setTabHeight( s32 height ) = 0;
|
||||
|
||||
//! Get the height of the tabs
|
||||
/** return Returns the height of the tabs */
|
||||
virtual s32 getTabHeight() const = 0;
|
||||
|
||||
//! set the maximal width of a tab. Per default width is 0 which means "no width restriction".
|
||||
virtual void setTabMaxWidth(s32 width ) = 0;
|
||||
|
||||
//! get the maximal width of a tab
|
||||
virtual s32 getTabMaxWidth() const = 0;
|
||||
|
||||
//! Set the alignment of the tabs
|
||||
/** Use EGUIA_UPPERLEFT or EGUIA_LOWERRIGHT */
|
||||
virtual void setTabVerticalAlignment( gui::EGUI_ALIGNMENT alignment ) = 0;
|
||||
|
||||
//! Get the alignment of the tabs
|
||||
/** return Returns the alignment of the tabs */
|
||||
virtual gui::EGUI_ALIGNMENT getTabVerticalAlignment() const = 0;
|
||||
|
||||
//! Set the extra width added to tabs on each side of the text
|
||||
virtual void setTabExtraWidth( s32 extraWidth ) = 0;
|
||||
|
||||
//! Get the extra width added to tabs on each side of the text
|
||||
/** return Returns the extra width of the tabs */
|
||||
virtual s32 getTabExtraWidth() const = 0;
|
||||
};
|
||||
|
||||
//! A tab-page, onto which other gui elements could be added.
|
||||
/** IGUITab refers mostly to the page itself, but also carries some data about the tab in the tabbar of an IGUITabControl. */
|
||||
class IGUITab : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUITab(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_TAB, environment, parent, id, rectangle) {}
|
||||
|
||||
//! sets if the tab should draw its background
|
||||
virtual void setDrawBackground(bool draw=true) = 0;
|
||||
|
||||
//! sets the color of the background, if it should be drawn.
|
||||
virtual void setBackgroundColor(video::SColor c) = 0;
|
||||
|
||||
//! returns true if the tab is drawing its background, false if not
|
||||
virtual bool isDrawingBackground() const = 0;
|
||||
|
||||
//! returns the color of the background
|
||||
virtual video::SColor getBackgroundColor() const = 0;
|
||||
|
||||
//! sets the color of it's text in the tab-bar
|
||||
virtual void setTextColor(video::SColor c) = 0;
|
||||
|
||||
//! gets the color of the text
|
||||
virtual video::SColor getTextColor() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_TAB_CONTROL_H_INCLUDED__
|
||||
#define __I_GUI_TAB_CONTROL_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
#include "SColor.h"
|
||||
#include "IGUISkin.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
class IGUITab;
|
||||
|
||||
//! A standard tab control
|
||||
/** \par This element can create the following events of type EGUI_EVENT_TYPE:
|
||||
\li EGET_TAB_CHANGED
|
||||
*/
|
||||
class IGUITabControl : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUITabControl(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_TAB_CONTROL, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Adds a tab
|
||||
virtual IGUITab* addTab(const wchar_t* caption, s32 id=-1) = 0;
|
||||
|
||||
//! Adds an existing tab
|
||||
/** Note that it will also add the tab as a child of this TabControl.
|
||||
\return Index of added tab or -1 for failure*/
|
||||
virtual s32 addTab(IGUITab* tab) = 0;
|
||||
|
||||
//! Insert the tab at the given index
|
||||
/** \return The tab on success or NULL on failure. */
|
||||
virtual IGUITab* insertTab(s32 idx, const wchar_t* caption, s32 id=-1) = 0;
|
||||
|
||||
//! Insert an existing tab
|
||||
/** Note that it will also add the tab as a child of this TabControl.
|
||||
\param idx Index at which tab will be inserted. Later tabs will be moved.
|
||||
Previous active tab will stay active unless this is the first
|
||||
element to be inserted in which case it becomes active.
|
||||
\param tab New tab to insert.
|
||||
\param serializationMode Internally used for serialization. You should not need this.
|
||||
When true it reserves space for the index, doesn't move but replaces tabs
|
||||
and it doesn't change the active tab.
|
||||
\return Index of added tab (should be same as the one passed) or -1 for failure*/
|
||||
virtual s32 insertTab(s32 idx, IGUITab* tab, bool serializationMode=false) = 0;
|
||||
|
||||
//! Removes a tab from the tabcontrol
|
||||
virtual void removeTab(s32 idx) = 0;
|
||||
|
||||
//! Clears the tabcontrol removing all tabs
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! Returns amount of tabs in the tabcontrol
|
||||
virtual s32 getTabCount() const = 0;
|
||||
|
||||
//! Returns a tab based on zero based index
|
||||
/** \param idx: zero based index of tab. Is a value between 0 and getTabcount()-1;
|
||||
\return Returns pointer to the Tab. Returns 0 if no tab
|
||||
is corresponding to this tab. */
|
||||
virtual IGUITab* getTab(s32 idx) const = 0;
|
||||
|
||||
//! For given element find if it's a tab and return it's zero-based index (or -1 for not found)
|
||||
/** \param tab Tab for which we are looking (usually you will look for an IGUITab* type as only
|
||||
those can be tabs, but we allow looking for any kind of IGUIElement* as there are some
|
||||
use-cases for that even if it just returns 0. For example this way you can check for
|
||||
all children of this gui-element if they are tabs or some non-tab children.*/
|
||||
virtual s32 getTabIndex(const IGUIElement *tab) const = 0;
|
||||
|
||||
//! Brings a tab to front.
|
||||
/** \param idx: number of the tab.
|
||||
\return Returns true if successful. */
|
||||
virtual bool setActiveTab(s32 idx) = 0;
|
||||
|
||||
//! Brings a tab to front.
|
||||
/** \param tab: pointer to the tab.
|
||||
\return Returns true if successful. */
|
||||
virtual bool setActiveTab(IGUITab *tab) = 0;
|
||||
|
||||
//! Returns which tab is currently active
|
||||
virtual s32 getActiveTab() const = 0;
|
||||
|
||||
//! get the the id of the tab at the given absolute coordinates
|
||||
/** \return The id of the tab or -1 when no tab is at those coordinates*/
|
||||
virtual s32 getTabAt(s32 xpos, s32 ypos) const = 0;
|
||||
|
||||
//! Set the height of the tabs
|
||||
virtual void setTabHeight( s32 height ) = 0;
|
||||
|
||||
//! Get the height of the tabs
|
||||
/** return Returns the height of the tabs */
|
||||
virtual s32 getTabHeight() const = 0;
|
||||
|
||||
//! set the maximal width of a tab. Per default width is 0 which means "no width restriction".
|
||||
virtual void setTabMaxWidth(s32 width ) = 0;
|
||||
|
||||
//! get the maximal width of a tab
|
||||
virtual s32 getTabMaxWidth() const = 0;
|
||||
|
||||
//! Set the alignment of the tabs
|
||||
/** Use EGUIA_UPPERLEFT or EGUIA_LOWERRIGHT */
|
||||
virtual void setTabVerticalAlignment( gui::EGUI_ALIGNMENT alignment ) = 0;
|
||||
|
||||
//! Get the alignment of the tabs
|
||||
/** return Returns the alignment of the tabs */
|
||||
virtual gui::EGUI_ALIGNMENT getTabVerticalAlignment() const = 0;
|
||||
|
||||
//! Set the extra width added to tabs on each side of the text
|
||||
virtual void setTabExtraWidth( s32 extraWidth ) = 0;
|
||||
|
||||
//! Get the extra width added to tabs on each side of the text
|
||||
/** return Returns the extra width of the tabs */
|
||||
virtual s32 getTabExtraWidth() const = 0;
|
||||
};
|
||||
|
||||
//! A tab-page, onto which other gui elements could be added.
|
||||
/** IGUITab refers mostly to the page itself, but also carries some data about the tab in the tabbar of an IGUITabControl. */
|
||||
class IGUITab : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUITab(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_TAB, environment, parent, id, rectangle) {}
|
||||
|
||||
//! sets if the tab should draw its background
|
||||
virtual void setDrawBackground(bool draw=true) = 0;
|
||||
|
||||
//! sets the color of the background, if it should be drawn.
|
||||
virtual void setBackgroundColor(video::SColor c) = 0;
|
||||
|
||||
//! returns true if the tab is drawing its background, false if not
|
||||
virtual bool isDrawingBackground() const = 0;
|
||||
|
||||
//! returns the color of the background
|
||||
virtual video::SColor getBackgroundColor() const = 0;
|
||||
|
||||
//! sets the color of it's text in the tab-bar
|
||||
virtual void setTextColor(video::SColor c) = 0;
|
||||
|
||||
//! gets the color of the text
|
||||
virtual video::SColor getTextColor() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,40 +1,40 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_TOOL_BAR_H_INCLUDED__
|
||||
#define __I_GUI_TOOL_BAR_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
namespace gui
|
||||
{
|
||||
class IGUIButton;
|
||||
|
||||
//! Stays at the top of its parent like the menu bar and contains tool buttons
|
||||
class IGUIToolBar : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIToolBar(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_TOOL_BAR, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Adds a button to the tool bar
|
||||
virtual IGUIButton* addButton(s32 id=-1, const wchar_t* text=0,const wchar_t* tooltiptext=0,
|
||||
video::ITexture* img=0, video::ITexture* pressedimg=0,
|
||||
bool isPushButton=false, bool useAlphaChannel=false) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_GUI_TOOL_BAR_H_INCLUDED__
|
||||
#define __I_GUI_TOOL_BAR_H_INCLUDED__
|
||||
|
||||
#include "IGUIElement.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
} // end namespace video
|
||||
namespace gui
|
||||
{
|
||||
class IGUIButton;
|
||||
|
||||
//! Stays at the top of its parent like the menu bar and contains tool buttons
|
||||
class IGUIToolBar : public IGUIElement
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IGUIToolBar(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
|
||||
: IGUIElement(EGUIET_TOOL_BAR, environment, parent, id, rectangle) {}
|
||||
|
||||
//! Adds a button to the tool bar
|
||||
virtual IGUIButton* addButton(s32 id=-1, const wchar_t* text=0,const wchar_t* tooltiptext=0,
|
||||
video::ITexture* img=0, video::ITexture* pressedimg=0,
|
||||
bool isPushButton=false, bool useAlphaChannel=false) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace gui
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
1130
include/IImage.h
1130
include/IImage.h
File diff suppressed because it is too large
Load Diff
@ -1,55 +1,55 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_SURFACE_LOADER_H_INCLUDED__
|
||||
#define __I_SURFACE_LOADER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "IImage.h"
|
||||
#include "ITexture.h"
|
||||
#include "path.h"
|
||||
#include "irrArray.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
class IReadFile;
|
||||
} // end namespace io
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! Class which is able to create a image from a file.
|
||||
/** If you want the Irrlicht Engine be able to load textures of
|
||||
currently unsupported file formats (e.g .gif), then implement
|
||||
this and add your new Surface loader with
|
||||
IVideoDriver::addExternalImageLoader() to the engine. */
|
||||
class IImageLoader : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Check if the file might be loaded by this class
|
||||
/** Check is based on the file extension (e.g. ".tga")
|
||||
\param filename Name of file to check.
|
||||
\return True if file seems to be loadable. */
|
||||
virtual bool isALoadableFileExtension(const io::path& filename) const = 0;
|
||||
|
||||
//! Check if the file might be loaded by this class
|
||||
/** Check might look into the file.
|
||||
\param file File handle to check.
|
||||
\return True if file seems to be loadable. */
|
||||
virtual bool isALoadableFileFormat(io::IReadFile* file) const = 0;
|
||||
|
||||
//! Creates a surface from the file
|
||||
/** \param file File handle to check.
|
||||
\return Pointer to newly created image, or 0 upon error. */
|
||||
virtual IImage* loadImage(io::IReadFile* file) const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_SURFACE_LOADER_H_INCLUDED__
|
||||
#define __I_SURFACE_LOADER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "IImage.h"
|
||||
#include "ITexture.h"
|
||||
#include "path.h"
|
||||
#include "irrArray.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
class IReadFile;
|
||||
} // end namespace io
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! Class which is able to create a image from a file.
|
||||
/** If you want the Irrlicht Engine be able to load textures of
|
||||
currently unsupported file formats (e.g .gif), then implement
|
||||
this and add your new Surface loader with
|
||||
IVideoDriver::addExternalImageLoader() to the engine. */
|
||||
class IImageLoader : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Check if the file might be loaded by this class
|
||||
/** Check is based on the file extension (e.g. ".tga")
|
||||
\param filename Name of file to check.
|
||||
\return True if file seems to be loadable. */
|
||||
virtual bool isALoadableFileExtension(const io::path& filename) const = 0;
|
||||
|
||||
//! Check if the file might be loaded by this class
|
||||
/** Check might look into the file.
|
||||
\param file File handle to check.
|
||||
\return True if file seems to be loadable. */
|
||||
virtual bool isALoadableFileFormat(io::IReadFile* file) const = 0;
|
||||
|
||||
//! Creates a surface from the file
|
||||
/** \param file File handle to check.
|
||||
\return Pointer to newly created image, or 0 upon error. */
|
||||
virtual IImage* loadImage(io::IReadFile* file) const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,45 +1,45 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef _I_IMAGE_WRITER_H_INCLUDED__
|
||||
#define _I_IMAGE_WRITER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "irrString.h"
|
||||
#include "coreutil.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
class IWriteFile;
|
||||
} // end namespace io
|
||||
|
||||
namespace video
|
||||
{
|
||||
class IImage;
|
||||
|
||||
|
||||
//! Interface for writing software image data.
|
||||
class IImageWriter : public IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Check if this writer can write a file with the given extension
|
||||
/** \param filename Name of the file to check.
|
||||
\return True if file extension specifies a writable type. */
|
||||
virtual bool isAWriteableFileExtension(const io::path& filename) const = 0;
|
||||
|
||||
//! Write image to file
|
||||
/** \param file File handle to write to.
|
||||
\param image Image to write into file.
|
||||
\param param Writer specific parameter, influencing e.g. quality.
|
||||
\return True if image was successfully written. */
|
||||
virtual bool writeImage(io::IWriteFile *file, IImage *image, u32 param = 0) const = 0;
|
||||
};
|
||||
|
||||
} // namespace video
|
||||
} // namespace irr
|
||||
|
||||
#endif // _I_IMAGE_WRITER_H_INCLUDED__
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef _I_IMAGE_WRITER_H_INCLUDED__
|
||||
#define _I_IMAGE_WRITER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "irrString.h"
|
||||
#include "coreutil.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
class IWriteFile;
|
||||
} // end namespace io
|
||||
|
||||
namespace video
|
||||
{
|
||||
class IImage;
|
||||
|
||||
|
||||
//! Interface for writing software image data.
|
||||
class IImageWriter : public IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Check if this writer can write a file with the given extension
|
||||
/** \param filename Name of the file to check.
|
||||
\return True if file extension specifies a writable type. */
|
||||
virtual bool isAWriteableFileExtension(const io::path& filename) const = 0;
|
||||
|
||||
//! Write image to file
|
||||
/** \param file File handle to write to.
|
||||
\param image Image to write into file.
|
||||
\param param Writer specific parameter, influencing e.g. quality.
|
||||
\return True if image was successfully written. */
|
||||
virtual bool writeImage(io::IWriteFile *file, IImage *image, u32 param = 0) const = 0;
|
||||
};
|
||||
|
||||
} // namespace video
|
||||
} // namespace irr
|
||||
|
||||
#endif // _I_IMAGE_WRITER_H_INCLUDED__
|
||||
|
||||
|
@ -1,65 +1,65 @@
|
||||
// Copyright (C) 2008-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_INDEX_BUFFER_H_INCLUDED__
|
||||
#define __I_INDEX_BUFFER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "irrArray.h"
|
||||
#include "EHardwareBufferFlags.h"
|
||||
#include "SVertexIndex.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
namespace video
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
namespace scene
|
||||
{
|
||||
|
||||
class IIndexBuffer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
virtual void* getData() =0;
|
||||
|
||||
virtual video::E_INDEX_TYPE getType() const =0;
|
||||
virtual void setType(video::E_INDEX_TYPE IndexType) =0;
|
||||
|
||||
virtual u32 stride() const =0;
|
||||
|
||||
virtual u32 size() const =0;
|
||||
virtual void push_back (const u32 &element) =0;
|
||||
virtual u32 operator [](u32 index) const =0;
|
||||
virtual u32 getLast() =0;
|
||||
virtual void setValue(u32 index, u32 value) =0;
|
||||
virtual void set_used(u32 usedNow) =0;
|
||||
virtual void reallocate(u32 new_size) =0;
|
||||
virtual u32 allocated_size() const=0;
|
||||
|
||||
virtual void* pointer() =0;
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const =0;
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) =0;
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
virtual void setDirty() = 0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2008-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_INDEX_BUFFER_H_INCLUDED__
|
||||
#define __I_INDEX_BUFFER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "irrArray.h"
|
||||
#include "EHardwareBufferFlags.h"
|
||||
#include "SVertexIndex.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
namespace video
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
namespace scene
|
||||
{
|
||||
|
||||
class IIndexBuffer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
virtual void* getData() =0;
|
||||
|
||||
virtual video::E_INDEX_TYPE getType() const =0;
|
||||
virtual void setType(video::E_INDEX_TYPE IndexType) =0;
|
||||
|
||||
virtual u32 stride() const =0;
|
||||
|
||||
virtual u32 size() const =0;
|
||||
virtual void push_back (const u32 &element) =0;
|
||||
virtual u32 operator [](u32 index) const =0;
|
||||
virtual u32 getLast() =0;
|
||||
virtual void setValue(u32 index, u32 value) =0;
|
||||
virtual void set_used(u32 usedNow) =0;
|
||||
virtual void reallocate(u32 new_size) =0;
|
||||
virtual u32 allocated_size() const=0;
|
||||
|
||||
virtual void* pointer() =0;
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const =0;
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) =0;
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
virtual void setDirty() = 0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,102 +1,102 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_LOGGER_H_INCLUDED__
|
||||
#define __I_LOGGER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
//! Possible log levels.
|
||||
//! When used has filter ELL_DEBUG means => log everything and ELL_NONE means => log (nearly) nothing.
|
||||
//! When used to print logging information ELL_DEBUG will have lowest priority while ELL_NONE
|
||||
//! messages are never filtered and always printed.
|
||||
enum ELOG_LEVEL
|
||||
{
|
||||
//! Used for printing information helpful in debugging
|
||||
ELL_DEBUG,
|
||||
|
||||
//! Useful information to print. For example hardware infos or something started/stopped.
|
||||
ELL_INFORMATION,
|
||||
|
||||
//! Warnings that something isn't as expected and can cause oddities
|
||||
ELL_WARNING,
|
||||
|
||||
//! Something did go wrong.
|
||||
ELL_ERROR,
|
||||
|
||||
//! Logs with ELL_NONE will never be filtered.
|
||||
//! And used as filter it will remove all logging except ELL_NONE messages.
|
||||
ELL_NONE
|
||||
};
|
||||
|
||||
|
||||
//! Interface for logging messages, warnings and errors
|
||||
class ILogger : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~ILogger() {}
|
||||
|
||||
//! Returns the current set log level.
|
||||
virtual ELOG_LEVEL getLogLevel() const = 0;
|
||||
|
||||
//! Sets a new log level.
|
||||
/** With this value, texts which are sent to the logger are filtered
|
||||
out. For example setting this value to ELL_WARNING, only warnings and
|
||||
errors are printed out. Setting it to ELL_INFORMATION, which is the
|
||||
default setting, warnings, errors and informational texts are printed
|
||||
out.
|
||||
\param ll: new log level filter value. */
|
||||
virtual void setLogLevel(ELOG_LEVEL ll) = 0;
|
||||
|
||||
//! Prints out a text into the log
|
||||
/** \param text: Text to print out.
|
||||
\param ll: Log level of the text. If the text is an error, set
|
||||
it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it
|
||||
is just an informational text, set it to ELL_INFORMATION. Texts are
|
||||
filtered with these levels. If you want to be a text displayed,
|
||||
independent on what level filter is set, use ELL_NONE. */
|
||||
virtual void log(const c8* text, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
|
||||
|
||||
//! Prints out a text into the log
|
||||
/** \param text: Text to print out.
|
||||
\param hint: Additional info. This string is added after a " :" to the
|
||||
string.
|
||||
\param ll: Log level of the text. If the text is an error, set
|
||||
it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it
|
||||
is just an informational text, set it to ELL_INFORMATION. Texts are
|
||||
filtered with these levels. If you want to be a text displayed,
|
||||
independent on what level filter is set, use ELL_NONE. */
|
||||
virtual void log(const c8* text, const c8* hint, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
|
||||
virtual void log(const c8* text, const wchar_t* hint, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
|
||||
|
||||
//! Prints out a text into the log
|
||||
/** \param text: Text to print out.
|
||||
\param hint: Additional info. This string is added after a " :" to the
|
||||
string.
|
||||
\param ll: Log level of the text. If the text is an error, set
|
||||
it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it
|
||||
is just an informational text, set it to ELL_INFORMATION. Texts are
|
||||
filtered with these levels. If you want to be a text displayed,
|
||||
independent on what level filter is set, use ELL_NONE. */
|
||||
virtual void log(const wchar_t* text, const wchar_t* hint, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
|
||||
|
||||
//! Prints out a text into the log
|
||||
/** \param text: Text to print out.
|
||||
\param ll: Log level of the text. If the text is an error, set
|
||||
it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it
|
||||
is just an informational text, set it to ELL_INFORMATION. Texts are
|
||||
filtered with these levels. If you want to be a text displayed,
|
||||
independent on what level filter is set, use ELL_NONE. */
|
||||
virtual void log(const wchar_t* text, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
|
||||
};
|
||||
|
||||
} // end namespace
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_LOGGER_H_INCLUDED__
|
||||
#define __I_LOGGER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
//! Possible log levels.
|
||||
//! When used has filter ELL_DEBUG means => log everything and ELL_NONE means => log (nearly) nothing.
|
||||
//! When used to print logging information ELL_DEBUG will have lowest priority while ELL_NONE
|
||||
//! messages are never filtered and always printed.
|
||||
enum ELOG_LEVEL
|
||||
{
|
||||
//! Used for printing information helpful in debugging
|
||||
ELL_DEBUG,
|
||||
|
||||
//! Useful information to print. For example hardware infos or something started/stopped.
|
||||
ELL_INFORMATION,
|
||||
|
||||
//! Warnings that something isn't as expected and can cause oddities
|
||||
ELL_WARNING,
|
||||
|
||||
//! Something did go wrong.
|
||||
ELL_ERROR,
|
||||
|
||||
//! Logs with ELL_NONE will never be filtered.
|
||||
//! And used as filter it will remove all logging except ELL_NONE messages.
|
||||
ELL_NONE
|
||||
};
|
||||
|
||||
|
||||
//! Interface for logging messages, warnings and errors
|
||||
class ILogger : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~ILogger() {}
|
||||
|
||||
//! Returns the current set log level.
|
||||
virtual ELOG_LEVEL getLogLevel() const = 0;
|
||||
|
||||
//! Sets a new log level.
|
||||
/** With this value, texts which are sent to the logger are filtered
|
||||
out. For example setting this value to ELL_WARNING, only warnings and
|
||||
errors are printed out. Setting it to ELL_INFORMATION, which is the
|
||||
default setting, warnings, errors and informational texts are printed
|
||||
out.
|
||||
\param ll: new log level filter value. */
|
||||
virtual void setLogLevel(ELOG_LEVEL ll) = 0;
|
||||
|
||||
//! Prints out a text into the log
|
||||
/** \param text: Text to print out.
|
||||
\param ll: Log level of the text. If the text is an error, set
|
||||
it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it
|
||||
is just an informational text, set it to ELL_INFORMATION. Texts are
|
||||
filtered with these levels. If you want to be a text displayed,
|
||||
independent on what level filter is set, use ELL_NONE. */
|
||||
virtual void log(const c8* text, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
|
||||
|
||||
//! Prints out a text into the log
|
||||
/** \param text: Text to print out.
|
||||
\param hint: Additional info. This string is added after a " :" to the
|
||||
string.
|
||||
\param ll: Log level of the text. If the text is an error, set
|
||||
it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it
|
||||
is just an informational text, set it to ELL_INFORMATION. Texts are
|
||||
filtered with these levels. If you want to be a text displayed,
|
||||
independent on what level filter is set, use ELL_NONE. */
|
||||
virtual void log(const c8* text, const c8* hint, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
|
||||
virtual void log(const c8* text, const wchar_t* hint, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
|
||||
|
||||
//! Prints out a text into the log
|
||||
/** \param text: Text to print out.
|
||||
\param hint: Additional info. This string is added after a " :" to the
|
||||
string.
|
||||
\param ll: Log level of the text. If the text is an error, set
|
||||
it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it
|
||||
is just an informational text, set it to ELL_INFORMATION. Texts are
|
||||
filtered with these levels. If you want to be a text displayed,
|
||||
independent on what level filter is set, use ELL_NONE. */
|
||||
virtual void log(const wchar_t* text, const wchar_t* hint, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
|
||||
|
||||
//! Prints out a text into the log
|
||||
/** \param text: Text to print out.
|
||||
\param ll: Log level of the text. If the text is an error, set
|
||||
it to ELL_ERROR, if it is warning set it to ELL_WARNING, and if it
|
||||
is just an informational text, set it to ELL_INFORMATION. Texts are
|
||||
filtered with these levels. If you want to be a text displayed,
|
||||
independent on what level filter is set, use ELL_NONE. */
|
||||
virtual void log(const wchar_t* text, ELOG_LEVEL ll=ELL_INFORMATION) = 0;
|
||||
};
|
||||
|
||||
} // end namespace
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,107 +1,107 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MATERIAL_RENDERER_H_INCLUDED__
|
||||
#define __I_MATERIAL_RENDERER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "SMaterial.h"
|
||||
#include "S3DVertex.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
class IVideoDriver;
|
||||
class IMaterialRendererServices;
|
||||
class IShaderConstantSetCallBack;
|
||||
|
||||
//! Interface for material rendering.
|
||||
/** Can be used to extend the engine with new materials. Refer to
|
||||
IVideoDriver::addMaterialRenderer() for more information on how to extend the
|
||||
engine with new materials. */
|
||||
class IMaterialRenderer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Called by the IVideoDriver implementation the let the renderer set its needed render states.
|
||||
/** This is called during the IVideoDriver::setMaterial() call.
|
||||
When overriding this, you can set some renderstates or for example a
|
||||
vertex or pixel shader if you like.
|
||||
\param material: The new material parameters to be set. The renderer
|
||||
may change the material flags in this material. For example if this
|
||||
material does not accept the zbuffer = true, it can set it to false.
|
||||
This is useful, because in the next lastMaterial will be just the
|
||||
material in this call.
|
||||
\param lastMaterial: The material parameters which have been set before
|
||||
this material.
|
||||
\param resetAllRenderstates: True if all renderstates should really be
|
||||
reset. This is usually true if the last rendering mode was not a usual
|
||||
3d rendering mode, but for example a 2d rendering mode.
|
||||
You should reset really all renderstates if this is true, no matter if
|
||||
the lastMaterial had some similar settings. This is used because in
|
||||
most cases, some common renderstates are not changed if they are
|
||||
already there, for example bilinear filtering, wireframe,
|
||||
gouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and
|
||||
fogenable.
|
||||
\param services: Interface providing some methods for changing
|
||||
advanced, internal states of a IVideoDriver. */
|
||||
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates, IMaterialRendererServices* services) {}
|
||||
|
||||
//! Called every time before a new bunch of geometry is being drawn using this material with for example drawIndexedTriangleList() call.
|
||||
/** OnSetMaterial should normally only be called if the renderer decides
|
||||
that the renderstates should be changed, it won't be called if for
|
||||
example two drawIndexedTriangleList() will be called with the same
|
||||
material set. This method will be called every time. This is useful for
|
||||
example for materials with shaders, which don't only set new
|
||||
renderstates but also shader constants.
|
||||
\param service: Pointer to interface providing methods for setting
|
||||
constants and other things.
|
||||
\param vtxtype: Vertex type with which the next rendering will be done.
|
||||
This can be used by the material renderer to set some specific
|
||||
optimized shaders or if this is an incompatible vertex type for this
|
||||
renderer, to refuse rendering for example.
|
||||
\return Returns true if everything is OK, and false if nothing should
|
||||
be rendered. The material renderer can choose to return false for
|
||||
example if he doesn't support the specified vertex type. This is
|
||||
actually done in D3D9 when using a normal mapped material with
|
||||
a vertex type other than EVT_TANGENTS. */
|
||||
virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) { return true; }
|
||||
|
||||
//! Called by the IVideoDriver to unset this material.
|
||||
/** Called during the IVideoDriver::setMaterial() call before the new
|
||||
material will get the OnSetMaterial() call. */
|
||||
virtual void OnUnsetMaterial() {}
|
||||
|
||||
//! Returns if the material is transparent.
|
||||
/** The scene management needs to know this
|
||||
for being able to sort the materials by opaque and transparent. */
|
||||
virtual bool isTransparent() const { return false; }
|
||||
|
||||
//! Returns the render capability of the material.
|
||||
/** Because some more complex materials
|
||||
are implemented in multiple ways and need special hardware capabilities, it is possible
|
||||
to query how the current material renderer is performing on the current hardware with this
|
||||
function.
|
||||
\return Returns 0 if everything is running fine. Any other value is material renderer
|
||||
specific and means for example that the renderer switched back to a fall back material because
|
||||
it cannot use the latest shaders. More specific examples:
|
||||
Fixed function pipeline materials should return 0 in most cases, parallax mapped
|
||||
material will only return 0 when at least pixel shader 1.4 is available on that machine. */
|
||||
virtual s32 getRenderCapability() const { return 0; }
|
||||
|
||||
//! Access the callback provided by the users when creating shader materials
|
||||
/** \returns Returns either the users provided callback or 0 when no such
|
||||
callback exists. Non-shader materials will always return 0. */
|
||||
virtual IShaderConstantSetCallBack* getShaderConstantSetCallBack() const { return 0; }
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MATERIAL_RENDERER_H_INCLUDED__
|
||||
#define __I_MATERIAL_RENDERER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "SMaterial.h"
|
||||
#include "S3DVertex.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
class IVideoDriver;
|
||||
class IMaterialRendererServices;
|
||||
class IShaderConstantSetCallBack;
|
||||
|
||||
//! Interface for material rendering.
|
||||
/** Can be used to extend the engine with new materials. Refer to
|
||||
IVideoDriver::addMaterialRenderer() for more information on how to extend the
|
||||
engine with new materials. */
|
||||
class IMaterialRenderer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Called by the IVideoDriver implementation the let the renderer set its needed render states.
|
||||
/** This is called during the IVideoDriver::setMaterial() call.
|
||||
When overriding this, you can set some renderstates or for example a
|
||||
vertex or pixel shader if you like.
|
||||
\param material: The new material parameters to be set. The renderer
|
||||
may change the material flags in this material. For example if this
|
||||
material does not accept the zbuffer = true, it can set it to false.
|
||||
This is useful, because in the next lastMaterial will be just the
|
||||
material in this call.
|
||||
\param lastMaterial: The material parameters which have been set before
|
||||
this material.
|
||||
\param resetAllRenderstates: True if all renderstates should really be
|
||||
reset. This is usually true if the last rendering mode was not a usual
|
||||
3d rendering mode, but for example a 2d rendering mode.
|
||||
You should reset really all renderstates if this is true, no matter if
|
||||
the lastMaterial had some similar settings. This is used because in
|
||||
most cases, some common renderstates are not changed if they are
|
||||
already there, for example bilinear filtering, wireframe,
|
||||
gouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and
|
||||
fogenable.
|
||||
\param services: Interface providing some methods for changing
|
||||
advanced, internal states of a IVideoDriver. */
|
||||
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates, IMaterialRendererServices* services) {}
|
||||
|
||||
//! Called every time before a new bunch of geometry is being drawn using this material with for example drawIndexedTriangleList() call.
|
||||
/** OnSetMaterial should normally only be called if the renderer decides
|
||||
that the renderstates should be changed, it won't be called if for
|
||||
example two drawIndexedTriangleList() will be called with the same
|
||||
material set. This method will be called every time. This is useful for
|
||||
example for materials with shaders, which don't only set new
|
||||
renderstates but also shader constants.
|
||||
\param service: Pointer to interface providing methods for setting
|
||||
constants and other things.
|
||||
\param vtxtype: Vertex type with which the next rendering will be done.
|
||||
This can be used by the material renderer to set some specific
|
||||
optimized shaders or if this is an incompatible vertex type for this
|
||||
renderer, to refuse rendering for example.
|
||||
\return Returns true if everything is OK, and false if nothing should
|
||||
be rendered. The material renderer can choose to return false for
|
||||
example if he doesn't support the specified vertex type. This is
|
||||
actually done in D3D9 when using a normal mapped material with
|
||||
a vertex type other than EVT_TANGENTS. */
|
||||
virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) { return true; }
|
||||
|
||||
//! Called by the IVideoDriver to unset this material.
|
||||
/** Called during the IVideoDriver::setMaterial() call before the new
|
||||
material will get the OnSetMaterial() call. */
|
||||
virtual void OnUnsetMaterial() {}
|
||||
|
||||
//! Returns if the material is transparent.
|
||||
/** The scene management needs to know this
|
||||
for being able to sort the materials by opaque and transparent. */
|
||||
virtual bool isTransparent() const { return false; }
|
||||
|
||||
//! Returns the render capability of the material.
|
||||
/** Because some more complex materials
|
||||
are implemented in multiple ways and need special hardware capabilities, it is possible
|
||||
to query how the current material renderer is performing on the current hardware with this
|
||||
function.
|
||||
\return Returns 0 if everything is running fine. Any other value is material renderer
|
||||
specific and means for example that the renderer switched back to a fall back material because
|
||||
it cannot use the latest shaders. More specific examples:
|
||||
Fixed function pipeline materials should return 0 in most cases, parallax mapped
|
||||
material will only return 0 when at least pixel shader 1.4 is available on that machine. */
|
||||
virtual s32 getRenderCapability() const { return 0; }
|
||||
|
||||
//! Access the callback provided by the users when creating shader materials
|
||||
/** \returns Returns either the users provided callback or 0 when no such
|
||||
callback exists. Non-shader materials will always return 0. */
|
||||
virtual IShaderConstantSetCallBack* getShaderConstantSetCallBack() const { return 0; }
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,127 +1,127 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MATERIAL_RENDERER_SERVICES_H_INCLUDED__
|
||||
#define __I_MATERIAL_RENDERER_SERVICES_H_INCLUDED__
|
||||
|
||||
#include "SMaterial.h"
|
||||
#include "S3DVertex.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
class IVideoDriver;
|
||||
|
||||
|
||||
//! Interface providing some methods for changing advanced, internal states of a IVideoDriver.
|
||||
class IMaterialRendererServices
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~IMaterialRendererServices() {}
|
||||
|
||||
//! Can be called by an IMaterialRenderer to make its work easier.
|
||||
/** Sets all basic renderstates if needed.
|
||||
Basic render states are diffuse, ambient, specular, and emissive color,
|
||||
specular power, bilinear and trilinear filtering, wireframe mode,
|
||||
grouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and
|
||||
fog enabling.
|
||||
\param material The new material to be used.
|
||||
\param lastMaterial The material used until now.
|
||||
\param resetAllRenderstates Set to true if all renderstates should be
|
||||
set, regardless of their current state. */
|
||||
virtual void setBasicRenderStates(const SMaterial& material,
|
||||
const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates) = 0;
|
||||
|
||||
//! Return an index constant for the vertex shader based on a name.
|
||||
virtual s32 getVertexShaderConstantID(const c8* name) = 0;
|
||||
|
||||
//! Sets a constant for the vertex shader based on a name.
|
||||
/** This can be used if you used a high level shader language like GLSL
|
||||
or HLSL to create a shader. Example: If you created a shader which has
|
||||
variables named 'mWorldViewProj' (containing the WorldViewProjection
|
||||
matrix) and another one named 'fTime' containing one float, you can set
|
||||
them in your IShaderConstantSetCallBack derived class like this:
|
||||
\code
|
||||
virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
|
||||
{
|
||||
video::IVideoDriver* driver = services->getVideoDriver();
|
||||
|
||||
f32 time = (f32)os::Timer::getTime()/100000.0f;
|
||||
services->setVertexShaderConstant("fTime", &time, 1);
|
||||
|
||||
core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
|
||||
worldViewProj *= driver->getTransform(video::ETS_VIEW);
|
||||
worldViewProj *= driver->getTransform(video::ETS_WORLD);
|
||||
services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
|
||||
}
|
||||
\endcode
|
||||
\param index Index of the variable
|
||||
\param floats Pointer to array of floats
|
||||
\param count Amount of floats in array.
|
||||
\return True if successful.
|
||||
*/
|
||||
virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) = 0;
|
||||
|
||||
//! Int interface for the above.
|
||||
virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) = 0;
|
||||
|
||||
//! Uint interface for the above.
|
||||
/* NOTE: UINT only works with GLSL, not supported for other shaders.
|
||||
Also GLES drivers in Irrlicht do not support it as this needs at least GLES 3.0.
|
||||
*/
|
||||
virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) = 0;
|
||||
|
||||
//! Sets a vertex shader constant.
|
||||
/** Can be used if you created a shader using pixel/vertex shader
|
||||
assembler or ARB_fragment_program or ARB_vertex_program.
|
||||
\param data: Data to be set in the constants
|
||||
\param startRegister: First register to be set
|
||||
\param constantAmount: Amount of registers to be set. One register consists of 4 floats. */
|
||||
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
|
||||
|
||||
//! Return an index constant for the pixel shader based on a name.
|
||||
virtual s32 getPixelShaderConstantID(const c8* name) = 0;
|
||||
|
||||
//! Sets a constant for the pixel shader based on a name.
|
||||
/** This can be used if you used a high level shader language like GLSL
|
||||
or HLSL to create a shader. See setVertexShaderConstant() for an
|
||||
example on how to use this.
|
||||
\param index Index of the variable
|
||||
\param floats Pointer to array of floats
|
||||
\param count Amount of floats in array.
|
||||
\return True if successful. */
|
||||
virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) = 0;
|
||||
|
||||
//! Int interface for the above.
|
||||
virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) = 0;
|
||||
|
||||
//! Uint interface for the above.
|
||||
/* NOTE: UINT only works with GLSL, not supported for other shaders.
|
||||
Also GLES drivers in Irrlicht do not support it as this needs at least GLES 3.0.
|
||||
*/
|
||||
virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) = 0;
|
||||
|
||||
//! Sets a pixel shader constant.
|
||||
/** Can be used if you created a shader using pixel/vertex shader
|
||||
assembler or ARB_fragment_program or ARB_vertex_program.
|
||||
\param data Data to be set in the constants
|
||||
\param startRegister First register to be set.
|
||||
\param constantAmount Amount of registers to be set. One register consists of 4 floats. */
|
||||
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
|
||||
|
||||
//! Get pointer to the IVideoDriver interface
|
||||
/** \return Pointer to the IVideoDriver interface */
|
||||
virtual IVideoDriver* getVideoDriver() = 0;
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MATERIAL_RENDERER_SERVICES_H_INCLUDED__
|
||||
#define __I_MATERIAL_RENDERER_SERVICES_H_INCLUDED__
|
||||
|
||||
#include "SMaterial.h"
|
||||
#include "S3DVertex.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
class IVideoDriver;
|
||||
|
||||
|
||||
//! Interface providing some methods for changing advanced, internal states of a IVideoDriver.
|
||||
class IMaterialRendererServices
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~IMaterialRendererServices() {}
|
||||
|
||||
//! Can be called by an IMaterialRenderer to make its work easier.
|
||||
/** Sets all basic renderstates if needed.
|
||||
Basic render states are diffuse, ambient, specular, and emissive color,
|
||||
specular power, bilinear and trilinear filtering, wireframe mode,
|
||||
grouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and
|
||||
fog enabling.
|
||||
\param material The new material to be used.
|
||||
\param lastMaterial The material used until now.
|
||||
\param resetAllRenderstates Set to true if all renderstates should be
|
||||
set, regardless of their current state. */
|
||||
virtual void setBasicRenderStates(const SMaterial& material,
|
||||
const SMaterial& lastMaterial,
|
||||
bool resetAllRenderstates) = 0;
|
||||
|
||||
//! Return an index constant for the vertex shader based on a name.
|
||||
virtual s32 getVertexShaderConstantID(const c8* name) = 0;
|
||||
|
||||
//! Sets a constant for the vertex shader based on a name.
|
||||
/** This can be used if you used a high level shader language like GLSL
|
||||
or HLSL to create a shader. Example: If you created a shader which has
|
||||
variables named 'mWorldViewProj' (containing the WorldViewProjection
|
||||
matrix) and another one named 'fTime' containing one float, you can set
|
||||
them in your IShaderConstantSetCallBack derived class like this:
|
||||
\code
|
||||
virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
|
||||
{
|
||||
video::IVideoDriver* driver = services->getVideoDriver();
|
||||
|
||||
f32 time = (f32)os::Timer::getTime()/100000.0f;
|
||||
services->setVertexShaderConstant("fTime", &time, 1);
|
||||
|
||||
core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
|
||||
worldViewProj *= driver->getTransform(video::ETS_VIEW);
|
||||
worldViewProj *= driver->getTransform(video::ETS_WORLD);
|
||||
services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
|
||||
}
|
||||
\endcode
|
||||
\param index Index of the variable
|
||||
\param floats Pointer to array of floats
|
||||
\param count Amount of floats in array.
|
||||
\return True if successful.
|
||||
*/
|
||||
virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) = 0;
|
||||
|
||||
//! Int interface for the above.
|
||||
virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) = 0;
|
||||
|
||||
//! Uint interface for the above.
|
||||
/* NOTE: UINT only works with GLSL, not supported for other shaders.
|
||||
Also GLES drivers in Irrlicht do not support it as this needs at least GLES 3.0.
|
||||
*/
|
||||
virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) = 0;
|
||||
|
||||
//! Sets a vertex shader constant.
|
||||
/** Can be used if you created a shader using pixel/vertex shader
|
||||
assembler or ARB_fragment_program or ARB_vertex_program.
|
||||
\param data: Data to be set in the constants
|
||||
\param startRegister: First register to be set
|
||||
\param constantAmount: Amount of registers to be set. One register consists of 4 floats. */
|
||||
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
|
||||
|
||||
//! Return an index constant for the pixel shader based on a name.
|
||||
virtual s32 getPixelShaderConstantID(const c8* name) = 0;
|
||||
|
||||
//! Sets a constant for the pixel shader based on a name.
|
||||
/** This can be used if you used a high level shader language like GLSL
|
||||
or HLSL to create a shader. See setVertexShaderConstant() for an
|
||||
example on how to use this.
|
||||
\param index Index of the variable
|
||||
\param floats Pointer to array of floats
|
||||
\param count Amount of floats in array.
|
||||
\return True if successful. */
|
||||
virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) = 0;
|
||||
|
||||
//! Int interface for the above.
|
||||
virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) = 0;
|
||||
|
||||
//! Uint interface for the above.
|
||||
/* NOTE: UINT only works with GLSL, not supported for other shaders.
|
||||
Also GLES drivers in Irrlicht do not support it as this needs at least GLES 3.0.
|
||||
*/
|
||||
virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) = 0;
|
||||
|
||||
//! Sets a pixel shader constant.
|
||||
/** Can be used if you created a shader using pixel/vertex shader
|
||||
assembler or ARB_fragment_program or ARB_vertex_program.
|
||||
\param data Data to be set in the constants
|
||||
\param startRegister First register to be set.
|
||||
\param constantAmount Amount of registers to be set. One register consists of 4 floats. */
|
||||
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
|
||||
|
||||
//! Get pointer to the IVideoDriver interface
|
||||
/** \return Pointer to the IVideoDriver interface */
|
||||
virtual IVideoDriver* getVideoDriver() = 0;
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,31 +1,31 @@
|
||||
// Copyright Michael Zeilfelder
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MEMORY_READ_FILE_H_INCLUDED__
|
||||
#define __I_MEMORY_READ_FILE_H_INCLUDED__
|
||||
|
||||
#include "IReadFile.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! Interface providing read access to a memory read file.
|
||||
class IMemoryReadFile : public IReadFile
|
||||
{
|
||||
public:
|
||||
//! Get direct access to internal buffer of memory block used as file.
|
||||
/** It's usually better to use the IReadFile functions to access
|
||||
the file content. But as that buffer exist over the full life-time
|
||||
of a CMemoryReadFile, it's sometimes nice to avoid the additional
|
||||
data-copy which read() needs.
|
||||
*/
|
||||
virtual const void *getBuffer() const = 0;
|
||||
};
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright Michael Zeilfelder
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MEMORY_READ_FILE_H_INCLUDED__
|
||||
#define __I_MEMORY_READ_FILE_H_INCLUDED__
|
||||
|
||||
#include "IReadFile.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! Interface providing read access to a memory read file.
|
||||
class IMemoryReadFile : public IReadFile
|
||||
{
|
||||
public:
|
||||
//! Get direct access to internal buffer of memory block used as file.
|
||||
/** It's usually better to use the IReadFile functions to access
|
||||
the file content. But as that buffer exist over the full life-time
|
||||
of a CMemoryReadFile, it's sometimes nice to avoid the additional
|
||||
data-copy which read() needs.
|
||||
*/
|
||||
virtual const void *getBuffer() const = 0;
|
||||
};
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
258
include/IMesh.h
258
include/IMesh.h
@ -1,129 +1,129 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MESH_H_INCLUDED__
|
||||
#define __I_MESH_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "SMaterial.h"
|
||||
#include "EHardwareBufferFlags.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Possible types of meshes.
|
||||
// Note: Was previously only used in IAnimatedMesh so it still has the "animated" in the name.
|
||||
// But can now be used for all mesh-types as we need those casts as well.
|
||||
enum E_ANIMATED_MESH_TYPE
|
||||
{
|
||||
//! Unknown animated mesh type.
|
||||
EAMT_UNKNOWN = 0,
|
||||
|
||||
//! Quake 2 MD2 model file
|
||||
EAMT_MD2,
|
||||
|
||||
//! Quake 3 MD3 model file
|
||||
EAMT_MD3,
|
||||
|
||||
//! Maya .obj static model
|
||||
EAMT_OBJ,
|
||||
|
||||
//! Quake 3 .bsp static Map
|
||||
EAMT_BSP,
|
||||
|
||||
//! 3D Studio .3ds file
|
||||
EAMT_3DS,
|
||||
|
||||
//! My3D Mesh, the file format by Zhuck Dimitry
|
||||
EAMT_MY3D,
|
||||
|
||||
//! Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen
|
||||
EAMT_LMTS,
|
||||
|
||||
//! Cartography Shop .csm file. This loader was created by Saurav Mohapatra.
|
||||
EAMT_CSM,
|
||||
|
||||
//! .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter.
|
||||
/** The oct file format contains 3D geometry and lightmaps and
|
||||
can be loaded directly by Irrlicht */
|
||||
EAMT_OCT,
|
||||
|
||||
//! Halflife MDL model file
|
||||
EAMT_MDL_HALFLIFE,
|
||||
|
||||
//! generic skinned mesh
|
||||
EAMT_SKINNED,
|
||||
|
||||
//! generic non-animated mesh
|
||||
EAMT_STATIC
|
||||
};
|
||||
|
||||
|
||||
class IMeshBuffer;
|
||||
|
||||
//! Class which holds the geometry of an object.
|
||||
/** An IMesh is nothing more than a collection of some mesh buffers
|
||||
(IMeshBuffer). SMesh is a simple implementation of an IMesh.
|
||||
A mesh is usually added to an IMeshSceneNode in order to be rendered.
|
||||
*/
|
||||
class IMesh : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Get the amount of mesh buffers.
|
||||
/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
|
||||
virtual u32 getMeshBufferCount() const = 0;
|
||||
|
||||
//! Get pointer to a mesh buffer.
|
||||
/** \param nr: Zero based index of the mesh buffer. The maximum value is
|
||||
getMeshBufferCount() - 1;
|
||||
\return Pointer to the mesh buffer or 0 if there is no such
|
||||
mesh buffer. */
|
||||
virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0;
|
||||
|
||||
//! Get pointer to a mesh buffer which fits a material
|
||||
/** \param material: material to search for
|
||||
\return Pointer to the mesh buffer or 0 if there is no such
|
||||
mesh buffer. */
|
||||
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const = 0;
|
||||
|
||||
//! Get an axis aligned bounding box of the mesh.
|
||||
/** \return Bounding box of this mesh. */
|
||||
virtual const core::aabbox3d<f32>& getBoundingBox() const = 0;
|
||||
|
||||
//! Set user-defined axis aligned bounding box
|
||||
/** \param box New bounding box to use for the mesh. */
|
||||
virtual void setBoundingBox( const core::aabbox3df& box) = 0;
|
||||
|
||||
//! Set the hardware mapping hint
|
||||
/** This methods allows to define optimization hints for the
|
||||
hardware. This enables, e.g., the use of hardware buffers on
|
||||
platforms that support this feature. This can lead to noticeable
|
||||
performance gains. */
|
||||
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
|
||||
|
||||
//! Flag the meshbuffer as changed, reloads hardware buffers
|
||||
/** This method has to be called every time the vertices or
|
||||
indices have changed. Otherwise, changes won't be updated
|
||||
on the GPU in the next render cycle. */
|
||||
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
|
||||
|
||||
//! Returns the type of the meshes.
|
||||
/** This is useful for making a safe downcast. For example,
|
||||
if getMeshType() returns EAMT_MD2 it's safe to cast the
|
||||
IMesh to IAnimatedMeshMD2.
|
||||
Note: It's no longer just about animated meshes, that name has just historical reasons.
|
||||
\returns Type of the mesh */
|
||||
virtual E_ANIMATED_MESH_TYPE getMeshType() const
|
||||
{
|
||||
return EAMT_STATIC;
|
||||
}
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MESH_H_INCLUDED__
|
||||
#define __I_MESH_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "SMaterial.h"
|
||||
#include "EHardwareBufferFlags.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Possible types of meshes.
|
||||
// Note: Was previously only used in IAnimatedMesh so it still has the "animated" in the name.
|
||||
// But can now be used for all mesh-types as we need those casts as well.
|
||||
enum E_ANIMATED_MESH_TYPE
|
||||
{
|
||||
//! Unknown animated mesh type.
|
||||
EAMT_UNKNOWN = 0,
|
||||
|
||||
//! Quake 2 MD2 model file
|
||||
EAMT_MD2,
|
||||
|
||||
//! Quake 3 MD3 model file
|
||||
EAMT_MD3,
|
||||
|
||||
//! Maya .obj static model
|
||||
EAMT_OBJ,
|
||||
|
||||
//! Quake 3 .bsp static Map
|
||||
EAMT_BSP,
|
||||
|
||||
//! 3D Studio .3ds file
|
||||
EAMT_3DS,
|
||||
|
||||
//! My3D Mesh, the file format by Zhuck Dimitry
|
||||
EAMT_MY3D,
|
||||
|
||||
//! Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen
|
||||
EAMT_LMTS,
|
||||
|
||||
//! Cartography Shop .csm file. This loader was created by Saurav Mohapatra.
|
||||
EAMT_CSM,
|
||||
|
||||
//! .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter.
|
||||
/** The oct file format contains 3D geometry and lightmaps and
|
||||
can be loaded directly by Irrlicht */
|
||||
EAMT_OCT,
|
||||
|
||||
//! Halflife MDL model file
|
||||
EAMT_MDL_HALFLIFE,
|
||||
|
||||
//! generic skinned mesh
|
||||
EAMT_SKINNED,
|
||||
|
||||
//! generic non-animated mesh
|
||||
EAMT_STATIC
|
||||
};
|
||||
|
||||
|
||||
class IMeshBuffer;
|
||||
|
||||
//! Class which holds the geometry of an object.
|
||||
/** An IMesh is nothing more than a collection of some mesh buffers
|
||||
(IMeshBuffer). SMesh is a simple implementation of an IMesh.
|
||||
A mesh is usually added to an IMeshSceneNode in order to be rendered.
|
||||
*/
|
||||
class IMesh : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Get the amount of mesh buffers.
|
||||
/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
|
||||
virtual u32 getMeshBufferCount() const = 0;
|
||||
|
||||
//! Get pointer to a mesh buffer.
|
||||
/** \param nr: Zero based index of the mesh buffer. The maximum value is
|
||||
getMeshBufferCount() - 1;
|
||||
\return Pointer to the mesh buffer or 0 if there is no such
|
||||
mesh buffer. */
|
||||
virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0;
|
||||
|
||||
//! Get pointer to a mesh buffer which fits a material
|
||||
/** \param material: material to search for
|
||||
\return Pointer to the mesh buffer or 0 if there is no such
|
||||
mesh buffer. */
|
||||
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const = 0;
|
||||
|
||||
//! Get an axis aligned bounding box of the mesh.
|
||||
/** \return Bounding box of this mesh. */
|
||||
virtual const core::aabbox3d<f32>& getBoundingBox() const = 0;
|
||||
|
||||
//! Set user-defined axis aligned bounding box
|
||||
/** \param box New bounding box to use for the mesh. */
|
||||
virtual void setBoundingBox( const core::aabbox3df& box) = 0;
|
||||
|
||||
//! Set the hardware mapping hint
|
||||
/** This methods allows to define optimization hints for the
|
||||
hardware. This enables, e.g., the use of hardware buffers on
|
||||
platforms that support this feature. This can lead to noticeable
|
||||
performance gains. */
|
||||
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
|
||||
|
||||
//! Flag the meshbuffer as changed, reloads hardware buffers
|
||||
/** This method has to be called every time the vertices or
|
||||
indices have changed. Otherwise, changes won't be updated
|
||||
on the GPU in the next render cycle. */
|
||||
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
|
||||
|
||||
//! Returns the type of the meshes.
|
||||
/** This is useful for making a safe downcast. For example,
|
||||
if getMeshType() returns EAMT_MD2 it's safe to cast the
|
||||
IMesh to IAnimatedMeshMD2.
|
||||
Note: It's no longer just about animated meshes, that name has just historical reasons.
|
||||
\returns Type of the mesh */
|
||||
virtual E_ANIMATED_MESH_TYPE getMeshType() const
|
||||
{
|
||||
return EAMT_STATIC;
|
||||
}
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,185 +1,185 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MESH_BUFFER_H_INCLUDED__
|
||||
#define __I_MESH_BUFFER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "SMaterial.h"
|
||||
#include "aabbox3d.h"
|
||||
#include "S3DVertex.h"
|
||||
#include "SVertexIndex.h"
|
||||
#include "EHardwareBufferFlags.h"
|
||||
#include "EPrimitiveTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Struct for holding a mesh with a single material.
|
||||
/** A part of an IMesh which has the same material on each face of that
|
||||
group. Logical groups of an IMesh need not be put into separate mesh
|
||||
buffers, but can be. Separately animated parts of the mesh must be put
|
||||
into separate mesh buffers.
|
||||
Some mesh buffer implementations have limitations on the number of
|
||||
vertices the buffer can hold. In that case, logical grouping can help.
|
||||
Moreover, the number of vertices should be optimized for the GPU upload,
|
||||
which often depends on the type of gfx card. Typical figures are
|
||||
1000-10000 vertices per buffer.
|
||||
SMeshBuffer is a simple implementation of a MeshBuffer, which supports
|
||||
up to 65535 vertices.
|
||||
|
||||
Since meshbuffers are used for drawing, and hence will be exposed
|
||||
to the driver, chances are high that they are grab()'ed from somewhere.
|
||||
It's therefore required to dynamically allocate meshbuffers which are
|
||||
passed to a video driver and only drop the buffer once it's not used in
|
||||
the current code block anymore.
|
||||
*/
|
||||
class IMeshBuffer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Get the material of this meshbuffer
|
||||
/** \return Material of this buffer. */
|
||||
virtual video::SMaterial& getMaterial() = 0;
|
||||
|
||||
//! Get the material of this meshbuffer
|
||||
/** \return Material of this buffer. */
|
||||
virtual const video::SMaterial& getMaterial() const = 0;
|
||||
|
||||
//! Get type of vertex data which is stored in this meshbuffer.
|
||||
/** \return Vertex type of this buffer. */
|
||||
virtual video::E_VERTEX_TYPE getVertexType() const = 0;
|
||||
|
||||
//! Get access to vertex data. The data is an array of vertices.
|
||||
/** Which vertex type is used can be determined by getVertexType().
|
||||
\return Pointer to array of vertices. */
|
||||
virtual const void* getVertices() const = 0;
|
||||
|
||||
//! Get access to vertex data. The data is an array of vertices.
|
||||
/** Which vertex type is used can be determined by getVertexType().
|
||||
\return Pointer to array of vertices. */
|
||||
virtual void* getVertices() = 0;
|
||||
|
||||
//! Get amount of vertices in meshbuffer.
|
||||
/** \return Number of vertices in this buffer. */
|
||||
virtual u32 getVertexCount() const = 0;
|
||||
|
||||
//! Get type of index data which is stored in this meshbuffer.
|
||||
/** \return Index type of this buffer. */
|
||||
virtual video::E_INDEX_TYPE getIndexType() const =0;
|
||||
|
||||
//! Get access to indices.
|
||||
/** \return Pointer to indices array. */
|
||||
virtual const u16* getIndices() const = 0;
|
||||
|
||||
//! Get access to indices.
|
||||
/** \return Pointer to indices array. */
|
||||
virtual u16* getIndices() = 0;
|
||||
|
||||
//! Get amount of indices in this meshbuffer.
|
||||
/** \return Number of indices in this buffer. */
|
||||
virtual u32 getIndexCount() const = 0;
|
||||
|
||||
//! Get the axis aligned bounding box of this meshbuffer.
|
||||
/** \return Axis aligned bounding box of this buffer. */
|
||||
virtual const core::aabbox3df& getBoundingBox() const = 0;
|
||||
|
||||
//! Set axis aligned bounding box
|
||||
/** \param box User defined axis aligned bounding box to use
|
||||
for this buffer. */
|
||||
virtual void setBoundingBox(const core::aabbox3df& box) = 0;
|
||||
|
||||
//! Recalculates the bounding box. Should be called if the mesh changed.
|
||||
virtual void recalculateBoundingBox() = 0;
|
||||
|
||||
//! returns position of vertex i
|
||||
virtual const core::vector3df& getPosition(u32 i) const = 0;
|
||||
|
||||
//! returns position of vertex i
|
||||
virtual core::vector3df& getPosition(u32 i) = 0;
|
||||
|
||||
//! returns normal of vertex i
|
||||
virtual const core::vector3df& getNormal(u32 i) const = 0;
|
||||
|
||||
//! returns normal of vertex i
|
||||
virtual core::vector3df& getNormal(u32 i) = 0;
|
||||
|
||||
//! returns texture coord of vertex i
|
||||
virtual const core::vector2df& getTCoords(u32 i) const = 0;
|
||||
|
||||
//! returns texture coord of vertex i
|
||||
virtual core::vector2df& getTCoords(u32 i) = 0;
|
||||
|
||||
//! Append the vertices and indices to the current buffer
|
||||
/** Only works for compatible vertex types.
|
||||
\param vertices Pointer to a vertex array.
|
||||
\param numVertices Number of vertices in the array.
|
||||
\param indices Pointer to index array.
|
||||
\param numIndices Number of indices in array. */
|
||||
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) = 0;
|
||||
|
||||
//! Append the meshbuffer to the current buffer
|
||||
/** Only works for compatible vertex types
|
||||
\param other Buffer to append to this one. */
|
||||
virtual void append(const IMeshBuffer* const other) = 0;
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const = 0;
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const = 0;
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) = 0;
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID_Vertex() const = 0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID_Index() const = 0;
|
||||
|
||||
//! Used by the VideoDriver to remember the buffer link.
|
||||
virtual void setHWBuffer(void *ptr) const = 0;
|
||||
virtual void *getHWBuffer() const = 0;
|
||||
|
||||
//! Describe what kind of primitive geometry is used by the meshbuffer
|
||||
/** Note: Default is EPT_TRIANGLES. Using other types is fine for rendering.
|
||||
But meshbuffer manipulation functions might expect type EPT_TRIANGLES
|
||||
to work correctly. Also mesh writers will generally fail (badly!) with other
|
||||
types than EPT_TRIANGLES. */
|
||||
virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) = 0;
|
||||
|
||||
//! Get the kind of primitive geometry which is used by the meshbuffer
|
||||
virtual E_PRIMITIVE_TYPE getPrimitiveType() const = 0;
|
||||
|
||||
//! Calculate how many geometric primitives are used by this meshbuffer
|
||||
virtual u32 getPrimitiveCount() const
|
||||
{
|
||||
const u32 indexCount = getIndexCount();
|
||||
switch (getPrimitiveType())
|
||||
{
|
||||
case scene::EPT_POINTS: return indexCount;
|
||||
case scene::EPT_LINE_STRIP: return indexCount-1;
|
||||
case scene::EPT_LINE_LOOP: return indexCount;
|
||||
case scene::EPT_LINES: return indexCount/2;
|
||||
case scene::EPT_TRIANGLE_STRIP: return (indexCount-2);
|
||||
case scene::EPT_TRIANGLE_FAN: return (indexCount-2);
|
||||
case scene::EPT_TRIANGLES: return indexCount/3;
|
||||
case scene::EPT_POINT_SPRITES: return indexCount;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MESH_BUFFER_H_INCLUDED__
|
||||
#define __I_MESH_BUFFER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "SMaterial.h"
|
||||
#include "aabbox3d.h"
|
||||
#include "S3DVertex.h"
|
||||
#include "SVertexIndex.h"
|
||||
#include "EHardwareBufferFlags.h"
|
||||
#include "EPrimitiveTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Struct for holding a mesh with a single material.
|
||||
/** A part of an IMesh which has the same material on each face of that
|
||||
group. Logical groups of an IMesh need not be put into separate mesh
|
||||
buffers, but can be. Separately animated parts of the mesh must be put
|
||||
into separate mesh buffers.
|
||||
Some mesh buffer implementations have limitations on the number of
|
||||
vertices the buffer can hold. In that case, logical grouping can help.
|
||||
Moreover, the number of vertices should be optimized for the GPU upload,
|
||||
which often depends on the type of gfx card. Typical figures are
|
||||
1000-10000 vertices per buffer.
|
||||
SMeshBuffer is a simple implementation of a MeshBuffer, which supports
|
||||
up to 65535 vertices.
|
||||
|
||||
Since meshbuffers are used for drawing, and hence will be exposed
|
||||
to the driver, chances are high that they are grab()'ed from somewhere.
|
||||
It's therefore required to dynamically allocate meshbuffers which are
|
||||
passed to a video driver and only drop the buffer once it's not used in
|
||||
the current code block anymore.
|
||||
*/
|
||||
class IMeshBuffer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Get the material of this meshbuffer
|
||||
/** \return Material of this buffer. */
|
||||
virtual video::SMaterial& getMaterial() = 0;
|
||||
|
||||
//! Get the material of this meshbuffer
|
||||
/** \return Material of this buffer. */
|
||||
virtual const video::SMaterial& getMaterial() const = 0;
|
||||
|
||||
//! Get type of vertex data which is stored in this meshbuffer.
|
||||
/** \return Vertex type of this buffer. */
|
||||
virtual video::E_VERTEX_TYPE getVertexType() const = 0;
|
||||
|
||||
//! Get access to vertex data. The data is an array of vertices.
|
||||
/** Which vertex type is used can be determined by getVertexType().
|
||||
\return Pointer to array of vertices. */
|
||||
virtual const void* getVertices() const = 0;
|
||||
|
||||
//! Get access to vertex data. The data is an array of vertices.
|
||||
/** Which vertex type is used can be determined by getVertexType().
|
||||
\return Pointer to array of vertices. */
|
||||
virtual void* getVertices() = 0;
|
||||
|
||||
//! Get amount of vertices in meshbuffer.
|
||||
/** \return Number of vertices in this buffer. */
|
||||
virtual u32 getVertexCount() const = 0;
|
||||
|
||||
//! Get type of index data which is stored in this meshbuffer.
|
||||
/** \return Index type of this buffer. */
|
||||
virtual video::E_INDEX_TYPE getIndexType() const =0;
|
||||
|
||||
//! Get access to indices.
|
||||
/** \return Pointer to indices array. */
|
||||
virtual const u16* getIndices() const = 0;
|
||||
|
||||
//! Get access to indices.
|
||||
/** \return Pointer to indices array. */
|
||||
virtual u16* getIndices() = 0;
|
||||
|
||||
//! Get amount of indices in this meshbuffer.
|
||||
/** \return Number of indices in this buffer. */
|
||||
virtual u32 getIndexCount() const = 0;
|
||||
|
||||
//! Get the axis aligned bounding box of this meshbuffer.
|
||||
/** \return Axis aligned bounding box of this buffer. */
|
||||
virtual const core::aabbox3df& getBoundingBox() const = 0;
|
||||
|
||||
//! Set axis aligned bounding box
|
||||
/** \param box User defined axis aligned bounding box to use
|
||||
for this buffer. */
|
||||
virtual void setBoundingBox(const core::aabbox3df& box) = 0;
|
||||
|
||||
//! Recalculates the bounding box. Should be called if the mesh changed.
|
||||
virtual void recalculateBoundingBox() = 0;
|
||||
|
||||
//! returns position of vertex i
|
||||
virtual const core::vector3df& getPosition(u32 i) const = 0;
|
||||
|
||||
//! returns position of vertex i
|
||||
virtual core::vector3df& getPosition(u32 i) = 0;
|
||||
|
||||
//! returns normal of vertex i
|
||||
virtual const core::vector3df& getNormal(u32 i) const = 0;
|
||||
|
||||
//! returns normal of vertex i
|
||||
virtual core::vector3df& getNormal(u32 i) = 0;
|
||||
|
||||
//! returns texture coord of vertex i
|
||||
virtual const core::vector2df& getTCoords(u32 i) const = 0;
|
||||
|
||||
//! returns texture coord of vertex i
|
||||
virtual core::vector2df& getTCoords(u32 i) = 0;
|
||||
|
||||
//! Append the vertices and indices to the current buffer
|
||||
/** Only works for compatible vertex types.
|
||||
\param vertices Pointer to a vertex array.
|
||||
\param numVertices Number of vertices in the array.
|
||||
\param indices Pointer to index array.
|
||||
\param numIndices Number of indices in array. */
|
||||
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) = 0;
|
||||
|
||||
//! Append the meshbuffer to the current buffer
|
||||
/** Only works for compatible vertex types
|
||||
\param other Buffer to append to this one. */
|
||||
virtual void append(const IMeshBuffer* const other) = 0;
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const = 0;
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const = 0;
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) = 0;
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID_Vertex() const = 0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID_Index() const = 0;
|
||||
|
||||
//! Used by the VideoDriver to remember the buffer link.
|
||||
virtual void setHWBuffer(void *ptr) const = 0;
|
||||
virtual void *getHWBuffer() const = 0;
|
||||
|
||||
//! Describe what kind of primitive geometry is used by the meshbuffer
|
||||
/** Note: Default is EPT_TRIANGLES. Using other types is fine for rendering.
|
||||
But meshbuffer manipulation functions might expect type EPT_TRIANGLES
|
||||
to work correctly. Also mesh writers will generally fail (badly!) with other
|
||||
types than EPT_TRIANGLES. */
|
||||
virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) = 0;
|
||||
|
||||
//! Get the kind of primitive geometry which is used by the meshbuffer
|
||||
virtual E_PRIMITIVE_TYPE getPrimitiveType() const = 0;
|
||||
|
||||
//! Calculate how many geometric primitives are used by this meshbuffer
|
||||
virtual u32 getPrimitiveCount() const
|
||||
{
|
||||
const u32 indexCount = getIndexCount();
|
||||
switch (getPrimitiveType())
|
||||
{
|
||||
case scene::EPT_POINTS: return indexCount;
|
||||
case scene::EPT_LINE_STRIP: return indexCount-1;
|
||||
case scene::EPT_LINE_LOOP: return indexCount;
|
||||
case scene::EPT_LINES: return indexCount/2;
|
||||
case scene::EPT_TRIANGLE_STRIP: return (indexCount-2);
|
||||
case scene::EPT_TRIANGLE_FAN: return (indexCount-2);
|
||||
case scene::EPT_TRIANGLES: return indexCount/3;
|
||||
case scene::EPT_POINT_SPRITES: return indexCount;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
@ -1,137 +1,137 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MESH_CACHE_H_INCLUDED__
|
||||
#define __I_MESH_CACHE_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
namespace scene
|
||||
{
|
||||
class IMesh;
|
||||
class IAnimatedMesh;
|
||||
class IAnimatedMeshSceneNode;
|
||||
class IMeshLoader;
|
||||
|
||||
//! The mesh cache stores already loaded meshes and provides an interface to them.
|
||||
/** You can access it using ISceneManager::getMeshCache(). All existing
|
||||
scene managers will return a pointer to the same mesh cache, because it
|
||||
is shared between them. With this interface, it is possible to manually
|
||||
add new loaded meshes (if ISceneManager::getMesh() is not sufficient),
|
||||
to remove them and to iterate through already loaded meshes. */
|
||||
class IMeshCache : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~IMeshCache() {}
|
||||
|
||||
//! Adds a mesh to the internal list of loaded meshes.
|
||||
/** Usually, ISceneManager::getMesh() is called to load a mesh
|
||||
from a file. That method searches the list of loaded meshes if
|
||||
a mesh has already been loaded and returns a pointer to if it
|
||||
is in that list and already in memory. Otherwise it loads the
|
||||
mesh. With IMeshCache::addMesh(), it is possible to pretend
|
||||
that a mesh already has been loaded. This method can be used
|
||||
for example by mesh loaders who need to load more than one mesh
|
||||
with one call. They can add additional meshes with this method
|
||||
to the scene manager. The COLLADA loader for example uses this
|
||||
method.
|
||||
\param name Name of the mesh. When calling
|
||||
ISceneManager::getMesh() with this name it will return the mesh
|
||||
set by this method.
|
||||
\param mesh Pointer to a mesh which will now be referenced by
|
||||
this name. */
|
||||
virtual void addMesh(const io::path& name, IAnimatedMesh* mesh) = 0;
|
||||
|
||||
//! Removes the mesh from the cache.
|
||||
/** After loading a mesh with getMesh(), the mesh can be
|
||||
removed from the cache using this method, freeing a lot of
|
||||
memory.
|
||||
\param mesh Pointer to the mesh which shall be removed. */
|
||||
virtual void removeMesh(const IMesh* const mesh) = 0;
|
||||
|
||||
//! Returns amount of loaded meshes in the cache.
|
||||
/** You can load new meshes into the cache using getMesh() and
|
||||
addMesh(). If you ever need to access the internal mesh cache,
|
||||
you can do this using removeMesh(), getMeshNumber(),
|
||||
getMeshByIndex() and getMeshName().
|
||||
\return Number of meshes in cache. */
|
||||
virtual u32 getMeshCount() const = 0;
|
||||
|
||||
//! Returns current index number of the mesh or -1 when not found.
|
||||
/** \param mesh Pointer to the mesh to search for.
|
||||
\return Index of the mesh in the cache, or -1 if not found. */
|
||||
virtual s32 getMeshIndex(const IMesh* const mesh) const = 0;
|
||||
|
||||
//! Returns a mesh based on its index number.
|
||||
/** \param index: Index of the mesh, number between 0 and
|
||||
getMeshCount()-1.
|
||||
Note that this number is only valid until a new mesh is loaded
|
||||
or removed.
|
||||
\return Pointer to the mesh or 0 if there is none with this
|
||||
number. */
|
||||
virtual IAnimatedMesh* getMeshByIndex(u32 index) = 0;
|
||||
|
||||
//! Returns a mesh based on its name.
|
||||
/** \param name Name of the mesh. Usually a filename.
|
||||
\return Pointer to the mesh or 0 if there is none with this number. */
|
||||
virtual IAnimatedMesh* getMeshByName(const io::path& name) = 0;
|
||||
|
||||
//! Get the name of a loaded mesh, based on its index.
|
||||
/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
|
||||
\return The name if mesh was found and has a name, else the path is empty. */
|
||||
virtual const io::SNamedPath& getMeshName(u32 index) const = 0;
|
||||
|
||||
//! Get the name of the loaded mesh if there is any.
|
||||
/** \param mesh Pointer to mesh to query.
|
||||
\return The name if mesh was found and has a name, else the path is empty. */
|
||||
virtual const io::SNamedPath& getMeshName(const IMesh* const mesh) const = 0;
|
||||
|
||||
//! Renames a loaded mesh.
|
||||
/** Note that renaming meshes might change the ordering of the
|
||||
meshes, and so the index of the meshes as returned by
|
||||
getMeshIndex() or taken by some methods will change.
|
||||
\param index The index of the mesh in the cache.
|
||||
\param name New name for the mesh.
|
||||
\return True if mesh was renamed. */
|
||||
virtual bool renameMesh(u32 index, const io::path& name) = 0;
|
||||
|
||||
//! Renames the loaded mesh
|
||||
/** Note that renaming meshes might change the ordering of the
|
||||
meshes, and so the index of the meshes as returned by
|
||||
getMeshIndex() or taken by some methods will change.
|
||||
\param mesh Mesh to be renamed.
|
||||
\param name New name for the mesh.
|
||||
\return True if mesh was renamed. */
|
||||
virtual bool renameMesh(const IMesh* const mesh, const io::path& name) = 0;
|
||||
|
||||
//! Check if a mesh was already loaded.
|
||||
/** \param name Name of the mesh. Usually a filename.
|
||||
\return True if the mesh has been loaded, else false. */
|
||||
virtual bool isMeshLoaded(const io::path& name) = 0;
|
||||
|
||||
//! Clears the whole mesh cache, removing all meshes.
|
||||
/** All meshes will be reloaded completely when using ISceneManager::getMesh()
|
||||
after calling this method.
|
||||
Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh()
|
||||
and you did not grab them, then they may become invalid. */
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! Clears all meshes that are held in the mesh cache but not used anywhere else.
|
||||
/** Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh()
|
||||
and you did not grab them, then they may become invalid. */
|
||||
virtual void clearUnusedMeshes() = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MESH_CACHE_H_INCLUDED__
|
||||
#define __I_MESH_CACHE_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
namespace scene
|
||||
{
|
||||
class IMesh;
|
||||
class IAnimatedMesh;
|
||||
class IAnimatedMeshSceneNode;
|
||||
class IMeshLoader;
|
||||
|
||||
//! The mesh cache stores already loaded meshes and provides an interface to them.
|
||||
/** You can access it using ISceneManager::getMeshCache(). All existing
|
||||
scene managers will return a pointer to the same mesh cache, because it
|
||||
is shared between them. With this interface, it is possible to manually
|
||||
add new loaded meshes (if ISceneManager::getMesh() is not sufficient),
|
||||
to remove them and to iterate through already loaded meshes. */
|
||||
class IMeshCache : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~IMeshCache() {}
|
||||
|
||||
//! Adds a mesh to the internal list of loaded meshes.
|
||||
/** Usually, ISceneManager::getMesh() is called to load a mesh
|
||||
from a file. That method searches the list of loaded meshes if
|
||||
a mesh has already been loaded and returns a pointer to if it
|
||||
is in that list and already in memory. Otherwise it loads the
|
||||
mesh. With IMeshCache::addMesh(), it is possible to pretend
|
||||
that a mesh already has been loaded. This method can be used
|
||||
for example by mesh loaders who need to load more than one mesh
|
||||
with one call. They can add additional meshes with this method
|
||||
to the scene manager. The COLLADA loader for example uses this
|
||||
method.
|
||||
\param name Name of the mesh. When calling
|
||||
ISceneManager::getMesh() with this name it will return the mesh
|
||||
set by this method.
|
||||
\param mesh Pointer to a mesh which will now be referenced by
|
||||
this name. */
|
||||
virtual void addMesh(const io::path& name, IAnimatedMesh* mesh) = 0;
|
||||
|
||||
//! Removes the mesh from the cache.
|
||||
/** After loading a mesh with getMesh(), the mesh can be
|
||||
removed from the cache using this method, freeing a lot of
|
||||
memory.
|
||||
\param mesh Pointer to the mesh which shall be removed. */
|
||||
virtual void removeMesh(const IMesh* const mesh) = 0;
|
||||
|
||||
//! Returns amount of loaded meshes in the cache.
|
||||
/** You can load new meshes into the cache using getMesh() and
|
||||
addMesh(). If you ever need to access the internal mesh cache,
|
||||
you can do this using removeMesh(), getMeshNumber(),
|
||||
getMeshByIndex() and getMeshName().
|
||||
\return Number of meshes in cache. */
|
||||
virtual u32 getMeshCount() const = 0;
|
||||
|
||||
//! Returns current index number of the mesh or -1 when not found.
|
||||
/** \param mesh Pointer to the mesh to search for.
|
||||
\return Index of the mesh in the cache, or -1 if not found. */
|
||||
virtual s32 getMeshIndex(const IMesh* const mesh) const = 0;
|
||||
|
||||
//! Returns a mesh based on its index number.
|
||||
/** \param index: Index of the mesh, number between 0 and
|
||||
getMeshCount()-1.
|
||||
Note that this number is only valid until a new mesh is loaded
|
||||
or removed.
|
||||
\return Pointer to the mesh or 0 if there is none with this
|
||||
number. */
|
||||
virtual IAnimatedMesh* getMeshByIndex(u32 index) = 0;
|
||||
|
||||
//! Returns a mesh based on its name.
|
||||
/** \param name Name of the mesh. Usually a filename.
|
||||
\return Pointer to the mesh or 0 if there is none with this number. */
|
||||
virtual IAnimatedMesh* getMeshByName(const io::path& name) = 0;
|
||||
|
||||
//! Get the name of a loaded mesh, based on its index.
|
||||
/** \param index: Index of the mesh, number between 0 and getMeshCount()-1.
|
||||
\return The name if mesh was found and has a name, else the path is empty. */
|
||||
virtual const io::SNamedPath& getMeshName(u32 index) const = 0;
|
||||
|
||||
//! Get the name of the loaded mesh if there is any.
|
||||
/** \param mesh Pointer to mesh to query.
|
||||
\return The name if mesh was found and has a name, else the path is empty. */
|
||||
virtual const io::SNamedPath& getMeshName(const IMesh* const mesh) const = 0;
|
||||
|
||||
//! Renames a loaded mesh.
|
||||
/** Note that renaming meshes might change the ordering of the
|
||||
meshes, and so the index of the meshes as returned by
|
||||
getMeshIndex() or taken by some methods will change.
|
||||
\param index The index of the mesh in the cache.
|
||||
\param name New name for the mesh.
|
||||
\return True if mesh was renamed. */
|
||||
virtual bool renameMesh(u32 index, const io::path& name) = 0;
|
||||
|
||||
//! Renames the loaded mesh
|
||||
/** Note that renaming meshes might change the ordering of the
|
||||
meshes, and so the index of the meshes as returned by
|
||||
getMeshIndex() or taken by some methods will change.
|
||||
\param mesh Mesh to be renamed.
|
||||
\param name New name for the mesh.
|
||||
\return True if mesh was renamed. */
|
||||
virtual bool renameMesh(const IMesh* const mesh, const io::path& name) = 0;
|
||||
|
||||
//! Check if a mesh was already loaded.
|
||||
/** \param name Name of the mesh. Usually a filename.
|
||||
\return True if the mesh has been loaded, else false. */
|
||||
virtual bool isMeshLoaded(const io::path& name) = 0;
|
||||
|
||||
//! Clears the whole mesh cache, removing all meshes.
|
||||
/** All meshes will be reloaded completely when using ISceneManager::getMesh()
|
||||
after calling this method.
|
||||
Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh()
|
||||
and you did not grab them, then they may become invalid. */
|
||||
virtual void clear() = 0;
|
||||
|
||||
//! Clears all meshes that are held in the mesh cache but not used anywhere else.
|
||||
/** Warning: If you have pointers to meshes that were loaded with ISceneManager::getMesh()
|
||||
and you did not grab them, then they may become invalid. */
|
||||
virtual void clearUnusedMeshes() = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,55 +1,55 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MESH_LOADER_H_INCLUDED__
|
||||
#define __I_MESH_LOADER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
class IReadFile;
|
||||
} // end namespace io
|
||||
namespace scene
|
||||
{
|
||||
class IAnimatedMesh;
|
||||
|
||||
//! Class which is able to load an animated mesh from a file.
|
||||
/** If you want Irrlicht be able to load meshes of
|
||||
currently unsupported file formats (e.g. .cob), then implement
|
||||
this and add your new Meshloader with
|
||||
ISceneManager::addExternalMeshLoader() to the engine. */
|
||||
class IMeshLoader : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
IMeshLoader() {}
|
||||
|
||||
//! Destructor
|
||||
virtual ~IMeshLoader() {}
|
||||
|
||||
//! Returns true if the file might be loaded by this class.
|
||||
/** This decision should be based on the file extension (e.g. ".cob")
|
||||
only.
|
||||
\param filename Name of the file to test.
|
||||
\return True if the file might be loaded by this class. */
|
||||
virtual bool isALoadableFileExtension(const io::path& filename) const = 0;
|
||||
|
||||
//! Creates/loads an animated mesh from the file.
|
||||
/** \param file File handler to load the file from.
|
||||
\return Pointer to the created mesh. Returns 0 if loading failed.
|
||||
If you no longer need the mesh, you should call IAnimatedMesh::drop().
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IAnimatedMesh* createMesh(io::IReadFile* file) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MESH_LOADER_H_INCLUDED__
|
||||
#define __I_MESH_LOADER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
class IReadFile;
|
||||
} // end namespace io
|
||||
namespace scene
|
||||
{
|
||||
class IAnimatedMesh;
|
||||
|
||||
//! Class which is able to load an animated mesh from a file.
|
||||
/** If you want Irrlicht be able to load meshes of
|
||||
currently unsupported file formats (e.g. .cob), then implement
|
||||
this and add your new Meshloader with
|
||||
ISceneManager::addExternalMeshLoader() to the engine. */
|
||||
class IMeshLoader : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
IMeshLoader() {}
|
||||
|
||||
//! Destructor
|
||||
virtual ~IMeshLoader() {}
|
||||
|
||||
//! Returns true if the file might be loaded by this class.
|
||||
/** This decision should be based on the file extension (e.g. ".cob")
|
||||
only.
|
||||
\param filename Name of the file to test.
|
||||
\return True if the file might be loaded by this class. */
|
||||
virtual bool isALoadableFileExtension(const io::path& filename) const = 0;
|
||||
|
||||
//! Creates/loads an animated mesh from the file.
|
||||
/** \param file File handler to load the file from.
|
||||
\return Pointer to the created mesh. Returns 0 if loading failed.
|
||||
If you no longer need the mesh, you should call IAnimatedMesh::drop().
|
||||
See IReferenceCounted::drop() for more information. */
|
||||
virtual IAnimatedMesh* createMesh(io::IReadFile* file) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
@ -1,187 +1,187 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MESH_MANIPULATOR_H_INCLUDED__
|
||||
#define __I_MESH_MANIPULATOR_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "vector3d.h"
|
||||
#include "aabbox3d.h"
|
||||
#include "matrix4.h"
|
||||
#include "IAnimatedMesh.h"
|
||||
#include "IMeshBuffer.h"
|
||||
#include "SVertexManipulator.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
struct SMesh;
|
||||
|
||||
//! An interface for easy manipulation of meshes.
|
||||
/** Scale, set alpha value, flip surfaces, and so on. This exists for
|
||||
fixing problems with wrong imported or exported meshes quickly after
|
||||
loading. It is not intended for doing mesh modifications and/or
|
||||
animations during runtime.
|
||||
*/
|
||||
class IMeshManipulator : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Recalculates all normals of the mesh.
|
||||
/** \param mesh: Mesh on which the operation is performed.
|
||||
\param smooth: If the normals shall be smoothed.
|
||||
\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
|
||||
virtual void recalculateNormals(IMesh* mesh, bool smooth = false,
|
||||
bool angleWeighted = false) const=0;
|
||||
|
||||
//! Recalculates all normals of the mesh buffer.
|
||||
/** \param buffer: Mesh buffer on which the operation is performed.
|
||||
\param smooth: If the normals shall be smoothed.
|
||||
\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
|
||||
virtual void recalculateNormals(IMeshBuffer* buffer,
|
||||
bool smooth = false, bool angleWeighted = false) const=0;
|
||||
|
||||
//! Scales the actual mesh, not a scene node.
|
||||
/** \param mesh Mesh on which the operation is performed.
|
||||
\param factor Scale factor for each axis. */
|
||||
void scale(IMesh* mesh, const core::vector3df& factor) const
|
||||
{
|
||||
apply(SVertexPositionScaleManipulator(factor), mesh, true);
|
||||
}
|
||||
|
||||
//! Scales the actual meshbuffer, not a scene node.
|
||||
/** \param buffer Meshbuffer on which the operation is performed.
|
||||
\param factor Scale factor for each axis. */
|
||||
void scale(IMeshBuffer* buffer, const core::vector3df& factor) const
|
||||
{
|
||||
apply(SVertexPositionScaleManipulator(factor), buffer, true);
|
||||
}
|
||||
|
||||
//! Clones a static IMesh into a modifiable SMesh.
|
||||
/** All meshbuffers in the returned SMesh
|
||||
are of type SMeshBuffer or SMeshBufferLightMap.
|
||||
\param mesh Mesh to copy.
|
||||
\return Cloned mesh. If you no longer need the
|
||||
cloned mesh, you should call SMesh::drop(). See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual SMesh* createMeshCopy(IMesh* mesh) const = 0;
|
||||
|
||||
//! Get amount of polygons in mesh.
|
||||
/** \param mesh Input mesh
|
||||
\return Number of polygons in mesh. */
|
||||
virtual s32 getPolyCount(IMesh* mesh) const = 0;
|
||||
|
||||
//! Get amount of polygons in mesh.
|
||||
/** \param mesh Input mesh
|
||||
\return Number of polygons in mesh. */
|
||||
virtual s32 getPolyCount(IAnimatedMesh* mesh) const = 0;
|
||||
|
||||
//! Create a new AnimatedMesh and adds the mesh to it
|
||||
/** \param mesh Input mesh
|
||||
\param type The type of the animated mesh to create.
|
||||
\return Newly created animated mesh with mesh as its only
|
||||
content. When you don't need the animated mesh anymore, you
|
||||
should call IAnimatedMesh::drop(). See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IAnimatedMesh * createAnimatedMesh(IMesh* mesh,
|
||||
scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) const = 0;
|
||||
|
||||
//! Apply a manipulator on the Meshbuffer
|
||||
/** \param func A functor defining the mesh manipulation.
|
||||
\param buffer The Meshbuffer to apply the manipulator to.
|
||||
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
|
||||
\return True if the functor was successfully applied, else false. */
|
||||
template <typename Functor>
|
||||
bool apply(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate=false) const
|
||||
{
|
||||
return apply_(func, buffer, boundingBoxUpdate, func);
|
||||
}
|
||||
|
||||
|
||||
//! Apply a manipulator on the Mesh
|
||||
/** \param func A functor defining the mesh manipulation.
|
||||
\param mesh The Mesh to apply the manipulator to.
|
||||
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
|
||||
\return True if the functor was successfully applied, else false. */
|
||||
template <typename Functor>
|
||||
bool apply(const Functor& func, IMesh* mesh, bool boundingBoxUpdate=false) const
|
||||
{
|
||||
if (!mesh)
|
||||
return true;
|
||||
bool result = true;
|
||||
core::aabbox3df bufferbox;
|
||||
for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
|
||||
{
|
||||
result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate);
|
||||
if (boundingBoxUpdate)
|
||||
{
|
||||
if (0==i)
|
||||
bufferbox.reset(mesh->getMeshBuffer(i)->getBoundingBox());
|
||||
else
|
||||
bufferbox.addInternalBox(mesh->getMeshBuffer(i)->getBoundingBox());
|
||||
}
|
||||
}
|
||||
if (boundingBoxUpdate)
|
||||
mesh->setBoundingBox(bufferbox);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected:
|
||||
//! Apply a manipulator based on the type of the functor
|
||||
/** \param func A functor defining the mesh manipulation.
|
||||
\param buffer The Meshbuffer to apply the manipulator to.
|
||||
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
|
||||
\param typeTest Unused parameter, which handles the proper call selection based on the type of the Functor which is passed in two times.
|
||||
\return True if the functor was successfully applied, else false. */
|
||||
template <typename Functor>
|
||||
bool apply_(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate, const IVertexManipulator& typeTest) const
|
||||
{
|
||||
if (!buffer)
|
||||
return true;
|
||||
|
||||
core::aabbox3df bufferbox;
|
||||
for (u32 i=0; i<buffer->getVertexCount(); ++i)
|
||||
{
|
||||
switch (buffer->getVertexType())
|
||||
{
|
||||
case video::EVT_STANDARD:
|
||||
{
|
||||
video::S3DVertex* verts = (video::S3DVertex*)buffer->getVertices();
|
||||
func(verts[i]);
|
||||
}
|
||||
break;
|
||||
case video::EVT_2TCOORDS:
|
||||
{
|
||||
video::S3DVertex2TCoords* verts = (video::S3DVertex2TCoords*)buffer->getVertices();
|
||||
func(verts[i]);
|
||||
}
|
||||
break;
|
||||
case video::EVT_TANGENTS:
|
||||
{
|
||||
video::S3DVertexTangents* verts = (video::S3DVertexTangents*)buffer->getVertices();
|
||||
func(verts[i]);
|
||||
}
|
||||
break;
|
||||
}
|
||||
if (boundingBoxUpdate)
|
||||
{
|
||||
if (0==i)
|
||||
bufferbox.reset(buffer->getPosition(0));
|
||||
else
|
||||
bufferbox.addInternalPoint(buffer->getPosition(i));
|
||||
}
|
||||
}
|
||||
if (boundingBoxUpdate)
|
||||
buffer->setBoundingBox(bufferbox);
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MESH_MANIPULATOR_H_INCLUDED__
|
||||
#define __I_MESH_MANIPULATOR_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "vector3d.h"
|
||||
#include "aabbox3d.h"
|
||||
#include "matrix4.h"
|
||||
#include "IAnimatedMesh.h"
|
||||
#include "IMeshBuffer.h"
|
||||
#include "SVertexManipulator.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
struct SMesh;
|
||||
|
||||
//! An interface for easy manipulation of meshes.
|
||||
/** Scale, set alpha value, flip surfaces, and so on. This exists for
|
||||
fixing problems with wrong imported or exported meshes quickly after
|
||||
loading. It is not intended for doing mesh modifications and/or
|
||||
animations during runtime.
|
||||
*/
|
||||
class IMeshManipulator : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Recalculates all normals of the mesh.
|
||||
/** \param mesh: Mesh on which the operation is performed.
|
||||
\param smooth: If the normals shall be smoothed.
|
||||
\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
|
||||
virtual void recalculateNormals(IMesh* mesh, bool smooth = false,
|
||||
bool angleWeighted = false) const=0;
|
||||
|
||||
//! Recalculates all normals of the mesh buffer.
|
||||
/** \param buffer: Mesh buffer on which the operation is performed.
|
||||
\param smooth: If the normals shall be smoothed.
|
||||
\param angleWeighted: If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision. */
|
||||
virtual void recalculateNormals(IMeshBuffer* buffer,
|
||||
bool smooth = false, bool angleWeighted = false) const=0;
|
||||
|
||||
//! Scales the actual mesh, not a scene node.
|
||||
/** \param mesh Mesh on which the operation is performed.
|
||||
\param factor Scale factor for each axis. */
|
||||
void scale(IMesh* mesh, const core::vector3df& factor) const
|
||||
{
|
||||
apply(SVertexPositionScaleManipulator(factor), mesh, true);
|
||||
}
|
||||
|
||||
//! Scales the actual meshbuffer, not a scene node.
|
||||
/** \param buffer Meshbuffer on which the operation is performed.
|
||||
\param factor Scale factor for each axis. */
|
||||
void scale(IMeshBuffer* buffer, const core::vector3df& factor) const
|
||||
{
|
||||
apply(SVertexPositionScaleManipulator(factor), buffer, true);
|
||||
}
|
||||
|
||||
//! Clones a static IMesh into a modifiable SMesh.
|
||||
/** All meshbuffers in the returned SMesh
|
||||
are of type SMeshBuffer or SMeshBufferLightMap.
|
||||
\param mesh Mesh to copy.
|
||||
\return Cloned mesh. If you no longer need the
|
||||
cloned mesh, you should call SMesh::drop(). See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual SMesh* createMeshCopy(IMesh* mesh) const = 0;
|
||||
|
||||
//! Get amount of polygons in mesh.
|
||||
/** \param mesh Input mesh
|
||||
\return Number of polygons in mesh. */
|
||||
virtual s32 getPolyCount(IMesh* mesh) const = 0;
|
||||
|
||||
//! Get amount of polygons in mesh.
|
||||
/** \param mesh Input mesh
|
||||
\return Number of polygons in mesh. */
|
||||
virtual s32 getPolyCount(IAnimatedMesh* mesh) const = 0;
|
||||
|
||||
//! Create a new AnimatedMesh and adds the mesh to it
|
||||
/** \param mesh Input mesh
|
||||
\param type The type of the animated mesh to create.
|
||||
\return Newly created animated mesh with mesh as its only
|
||||
content. When you don't need the animated mesh anymore, you
|
||||
should call IAnimatedMesh::drop(). See
|
||||
IReferenceCounted::drop() for more information. */
|
||||
virtual IAnimatedMesh * createAnimatedMesh(IMesh* mesh,
|
||||
scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) const = 0;
|
||||
|
||||
//! Apply a manipulator on the Meshbuffer
|
||||
/** \param func A functor defining the mesh manipulation.
|
||||
\param buffer The Meshbuffer to apply the manipulator to.
|
||||
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
|
||||
\return True if the functor was successfully applied, else false. */
|
||||
template <typename Functor>
|
||||
bool apply(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate=false) const
|
||||
{
|
||||
return apply_(func, buffer, boundingBoxUpdate, func);
|
||||
}
|
||||
|
||||
|
||||
//! Apply a manipulator on the Mesh
|
||||
/** \param func A functor defining the mesh manipulation.
|
||||
\param mesh The Mesh to apply the manipulator to.
|
||||
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
|
||||
\return True if the functor was successfully applied, else false. */
|
||||
template <typename Functor>
|
||||
bool apply(const Functor& func, IMesh* mesh, bool boundingBoxUpdate=false) const
|
||||
{
|
||||
if (!mesh)
|
||||
return true;
|
||||
bool result = true;
|
||||
core::aabbox3df bufferbox;
|
||||
for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
|
||||
{
|
||||
result &= apply(func, mesh->getMeshBuffer(i), boundingBoxUpdate);
|
||||
if (boundingBoxUpdate)
|
||||
{
|
||||
if (0==i)
|
||||
bufferbox.reset(mesh->getMeshBuffer(i)->getBoundingBox());
|
||||
else
|
||||
bufferbox.addInternalBox(mesh->getMeshBuffer(i)->getBoundingBox());
|
||||
}
|
||||
}
|
||||
if (boundingBoxUpdate)
|
||||
mesh->setBoundingBox(bufferbox);
|
||||
return result;
|
||||
}
|
||||
|
||||
protected:
|
||||
//! Apply a manipulator based on the type of the functor
|
||||
/** \param func A functor defining the mesh manipulation.
|
||||
\param buffer The Meshbuffer to apply the manipulator to.
|
||||
\param boundingBoxUpdate Specifies if the bounding box should be updated during manipulation.
|
||||
\param typeTest Unused parameter, which handles the proper call selection based on the type of the Functor which is passed in two times.
|
||||
\return True if the functor was successfully applied, else false. */
|
||||
template <typename Functor>
|
||||
bool apply_(const Functor& func, IMeshBuffer* buffer, bool boundingBoxUpdate, const IVertexManipulator& typeTest) const
|
||||
{
|
||||
if (!buffer)
|
||||
return true;
|
||||
|
||||
core::aabbox3df bufferbox;
|
||||
for (u32 i=0; i<buffer->getVertexCount(); ++i)
|
||||
{
|
||||
switch (buffer->getVertexType())
|
||||
{
|
||||
case video::EVT_STANDARD:
|
||||
{
|
||||
video::S3DVertex* verts = (video::S3DVertex*)buffer->getVertices();
|
||||
func(verts[i]);
|
||||
}
|
||||
break;
|
||||
case video::EVT_2TCOORDS:
|
||||
{
|
||||
video::S3DVertex2TCoords* verts = (video::S3DVertex2TCoords*)buffer->getVertices();
|
||||
func(verts[i]);
|
||||
}
|
||||
break;
|
||||
case video::EVT_TANGENTS:
|
||||
{
|
||||
video::S3DVertexTangents* verts = (video::S3DVertexTangents*)buffer->getVertices();
|
||||
func(verts[i]);
|
||||
}
|
||||
break;
|
||||
}
|
||||
if (boundingBoxUpdate)
|
||||
{
|
||||
if (0==i)
|
||||
bufferbox.reset(buffer->getPosition(0));
|
||||
else
|
||||
bufferbox.addInternalPoint(buffer->getPosition(i));
|
||||
}
|
||||
}
|
||||
if (boundingBoxUpdate)
|
||||
buffer->setBoundingBox(bufferbox);
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
@ -1,57 +1,57 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MESH_SCENE_NODE_H_INCLUDED__
|
||||
#define __I_MESH_SCENE_NODE_H_INCLUDED__
|
||||
|
||||
#include "ISceneNode.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
class IMesh;
|
||||
|
||||
|
||||
//! A scene node displaying a static mesh
|
||||
class IMeshSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
/** Use setMesh() to set the mesh to display.
|
||||
*/
|
||||
IMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
||||
const core::vector3df& position = core::vector3df(0,0,0),
|
||||
const core::vector3df& rotation = core::vector3df(0,0,0),
|
||||
const core::vector3df& scale = core::vector3df(1,1,1))
|
||||
: ISceneNode(parent, mgr, id, position, rotation, scale) {}
|
||||
|
||||
//! Sets a new mesh to display
|
||||
/** \param mesh Mesh to display. */
|
||||
virtual void setMesh(IMesh* mesh) = 0;
|
||||
|
||||
//! Get the currently defined mesh for display.
|
||||
/** \return Pointer to mesh which is displayed by this node. */
|
||||
virtual IMesh* getMesh(void) = 0;
|
||||
|
||||
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
|
||||
/** In this way it is possible to change the materials of a mesh
|
||||
causing all mesh scene nodes referencing this mesh to change, too.
|
||||
\param readonly Flag if the materials shall be read-only. */
|
||||
virtual void setReadOnlyMaterials(bool readonly) = 0;
|
||||
|
||||
//! Check if the scene node should not copy the materials of the mesh but use them in a read only style
|
||||
/** This flag can be set by setReadOnlyMaterials().
|
||||
\return Whether the materials are read-only. */
|
||||
virtual bool isReadOnlyMaterials() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_MESH_SCENE_NODE_H_INCLUDED__
|
||||
#define __I_MESH_SCENE_NODE_H_INCLUDED__
|
||||
|
||||
#include "ISceneNode.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
class IMesh;
|
||||
|
||||
|
||||
//! A scene node displaying a static mesh
|
||||
class IMeshSceneNode : public ISceneNode
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor
|
||||
/** Use setMesh() to set the mesh to display.
|
||||
*/
|
||||
IMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
|
||||
const core::vector3df& position = core::vector3df(0,0,0),
|
||||
const core::vector3df& rotation = core::vector3df(0,0,0),
|
||||
const core::vector3df& scale = core::vector3df(1,1,1))
|
||||
: ISceneNode(parent, mgr, id, position, rotation, scale) {}
|
||||
|
||||
//! Sets a new mesh to display
|
||||
/** \param mesh Mesh to display. */
|
||||
virtual void setMesh(IMesh* mesh) = 0;
|
||||
|
||||
//! Get the currently defined mesh for display.
|
||||
/** \return Pointer to mesh which is displayed by this node. */
|
||||
virtual IMesh* getMesh(void) = 0;
|
||||
|
||||
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
|
||||
/** In this way it is possible to change the materials of a mesh
|
||||
causing all mesh scene nodes referencing this mesh to change, too.
|
||||
\param readonly Flag if the materials shall be read-only. */
|
||||
virtual void setReadOnlyMaterials(bool readonly) = 0;
|
||||
|
||||
//! Check if the scene node should not copy the materials of the mesh but use them in a read only style
|
||||
/** This flag can be set by setReadOnlyMaterials().
|
||||
\return Whether the materials are read-only. */
|
||||
virtual bool isReadOnlyMaterials() const = 0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,58 +1,58 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __IRR_I_MESH_WRITER_H_INCLUDED__
|
||||
#define __IRR_I_MESH_WRITER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "EMeshWriterEnums.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
class IWriteFile;
|
||||
} // end namespace io
|
||||
|
||||
namespace scene
|
||||
{
|
||||
class IMesh;
|
||||
|
||||
//! Interface for writing meshes
|
||||
class IMeshWriter : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~IMeshWriter() {}
|
||||
|
||||
//! Get the type of the mesh writer
|
||||
/** For own implementations, use MAKE_IRR_ID as shown in the
|
||||
EMESH_WRITER_TYPE enumeration to return your own unique mesh
|
||||
type id.
|
||||
\return Type of the mesh writer. */
|
||||
virtual EMESH_WRITER_TYPE getType() const = 0;
|
||||
|
||||
//! Write a static mesh.
|
||||
/** \param file File handle to write the mesh to.
|
||||
\param mesh Pointer to mesh to be written.
|
||||
\param flags Optional flags to set properties of the writer.
|
||||
\return True if successful */
|
||||
virtual bool writeMesh(io::IWriteFile* file, scene::IMesh* mesh,
|
||||
s32 flags=EMWF_NONE) = 0;
|
||||
|
||||
// Writes an animated mesh
|
||||
// for future use, only b3d writer is able to write animated meshes currently and that was implemented using the writeMesh above.
|
||||
/* \return Returns true if successful */
|
||||
//virtual bool writeAnimatedMesh(io::IWriteFile* file,
|
||||
// scene::IAnimatedMesh* mesh,
|
||||
// s32 flags=EMWF_NONE) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace
|
||||
} // end namespace
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __IRR_I_MESH_WRITER_H_INCLUDED__
|
||||
#define __IRR_I_MESH_WRITER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "EMeshWriterEnums.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
class IWriteFile;
|
||||
} // end namespace io
|
||||
|
||||
namespace scene
|
||||
{
|
||||
class IMesh;
|
||||
|
||||
//! Interface for writing meshes
|
||||
class IMeshWriter : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~IMeshWriter() {}
|
||||
|
||||
//! Get the type of the mesh writer
|
||||
/** For own implementations, use MAKE_IRR_ID as shown in the
|
||||
EMESH_WRITER_TYPE enumeration to return your own unique mesh
|
||||
type id.
|
||||
\return Type of the mesh writer. */
|
||||
virtual EMESH_WRITER_TYPE getType() const = 0;
|
||||
|
||||
//! Write a static mesh.
|
||||
/** \param file File handle to write the mesh to.
|
||||
\param mesh Pointer to mesh to be written.
|
||||
\param flags Optional flags to set properties of the writer.
|
||||
\return True if successful */
|
||||
virtual bool writeMesh(io::IWriteFile* file, scene::IMesh* mesh,
|
||||
s32 flags=EMWF_NONE) = 0;
|
||||
|
||||
// Writes an animated mesh
|
||||
// for future use, only b3d writer is able to write animated meshes currently and that was implemented using the writeMesh above.
|
||||
/* \return Returns true if successful */
|
||||
//virtual bool writeAnimatedMesh(io::IWriteFile* file,
|
||||
// scene::IAnimatedMesh* mesh,
|
||||
// s32 flags=EMWF_NONE) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace
|
||||
} // end namespace
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,49 +1,49 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_OS_OPERATOR_H_INCLUDED__
|
||||
#define __I_OS_OPERATOR_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "irrString.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
//! The Operating system operator provides operation system specific methods and information.
|
||||
class IOSOperator : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Get the current operation system version as string.
|
||||
virtual const core::stringc& getOperatingSystemVersion() const = 0;
|
||||
|
||||
//! Copies text to the clipboard
|
||||
//! \param text: text in utf-8
|
||||
virtual void copyToClipboard(const c8* text) const = 0;
|
||||
|
||||
//! Copies text to the primary selection
|
||||
//! This is a no-op on some platforms.
|
||||
//! \param text: text in utf-8
|
||||
virtual void copyToPrimarySelection(const c8* text) const = 0;
|
||||
|
||||
//! Get text from the clipboard
|
||||
//! \return Returns 0 if no string is in there, otherwise an utf-8 string.
|
||||
virtual const c8* getTextFromClipboard() const = 0;
|
||||
|
||||
//! Get text from the primary selection
|
||||
//! This is a no-op on some platforms.
|
||||
//! \return Returns 0 if no string is in there, otherwise an utf-8 string.
|
||||
virtual const c8* getTextFromPrimarySelection() const = 0;
|
||||
|
||||
//! Get the total and available system RAM
|
||||
/** \param totalBytes: will contain the total system memory in Kilobytes (1024 B)
|
||||
\param availableBytes: will contain the available memory in Kilobytes (1024 B)
|
||||
\return True if successful, false if not */
|
||||
virtual bool getSystemMemory(u32* totalBytes, u32* availableBytes) const = 0;
|
||||
|
||||
};
|
||||
|
||||
} // end namespace
|
||||
|
||||
#endif
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_OS_OPERATOR_H_INCLUDED__
|
||||
#define __I_OS_OPERATOR_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "irrString.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
//! The Operating system operator provides operation system specific methods and information.
|
||||
class IOSOperator : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Get the current operation system version as string.
|
||||
virtual const core::stringc& getOperatingSystemVersion() const = 0;
|
||||
|
||||
//! Copies text to the clipboard
|
||||
//! \param text: text in utf-8
|
||||
virtual void copyToClipboard(const c8* text) const = 0;
|
||||
|
||||
//! Copies text to the primary selection
|
||||
//! This is a no-op on some platforms.
|
||||
//! \param text: text in utf-8
|
||||
virtual void copyToPrimarySelection(const c8* text) const = 0;
|
||||
|
||||
//! Get text from the clipboard
|
||||
//! \return Returns 0 if no string is in there, otherwise an utf-8 string.
|
||||
virtual const c8* getTextFromClipboard() const = 0;
|
||||
|
||||
//! Get text from the primary selection
|
||||
//! This is a no-op on some platforms.
|
||||
//! \return Returns 0 if no string is in there, otherwise an utf-8 string.
|
||||
virtual const c8* getTextFromPrimarySelection() const = 0;
|
||||
|
||||
//! Get the total and available system RAM
|
||||
/** \param totalBytes: will contain the total system memory in Kilobytes (1024 B)
|
||||
\param availableBytes: will contain the available memory in Kilobytes (1024 B)
|
||||
\return True if successful, false if not */
|
||||
virtual bool getSystemMemory(u32* totalBytes, u32* availableBytes) const = 0;
|
||||
|
||||
};
|
||||
|
||||
} // end namespace
|
||||
|
||||
#endif
|
||||
|
@ -1,61 +1,61 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_READ_FILE_H_INCLUDED__
|
||||
#define __I_READ_FILE_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "coreutil.h"
|
||||
#include "EReadFileType.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! Interface providing read access to a file.
|
||||
class IReadFile : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Reads an amount of bytes from the file.
|
||||
/** \param buffer Pointer to buffer where read bytes are written to.
|
||||
\param sizeToRead Amount of bytes to read from the file.
|
||||
\return How many bytes were read. */
|
||||
virtual size_t read(void* buffer, size_t sizeToRead) = 0;
|
||||
|
||||
//! Changes position in file
|
||||
/** \param finalPos Destination position in the file.
|
||||
\param relativeMovement If set to true, the position in the file is
|
||||
changed relative to current position. Otherwise the position is changed
|
||||
from beginning of file.
|
||||
\return True if successful, otherwise false. */
|
||||
virtual bool seek(long finalPos, bool relativeMovement = false) = 0;
|
||||
|
||||
//! Get size of file.
|
||||
/** \return Size of the file in bytes. */
|
||||
virtual long getSize() const = 0;
|
||||
|
||||
//! Get the current position in the file.
|
||||
/** \return Current position in the file in bytes on success or -1L on failure. */
|
||||
virtual long getPos() const = 0;
|
||||
|
||||
//! Get name of file.
|
||||
/** \return File name as zero terminated character string. */
|
||||
virtual const io::path& getFileName() const = 0;
|
||||
|
||||
//! Get the type of the class implementing this interface
|
||||
virtual EREAD_FILE_TYPE getType() const
|
||||
{
|
||||
return EFIT_UNKNOWN;
|
||||
}
|
||||
};
|
||||
|
||||
//! Internal function, please do not use.
|
||||
IReadFile* createLimitReadFile(const io::path& fileName, IReadFile* alreadyOpenedFile, long pos, long areaSize);
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_READ_FILE_H_INCLUDED__
|
||||
#define __I_READ_FILE_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "coreutil.h"
|
||||
#include "EReadFileType.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! Interface providing read access to a file.
|
||||
class IReadFile : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Reads an amount of bytes from the file.
|
||||
/** \param buffer Pointer to buffer where read bytes are written to.
|
||||
\param sizeToRead Amount of bytes to read from the file.
|
||||
\return How many bytes were read. */
|
||||
virtual size_t read(void* buffer, size_t sizeToRead) = 0;
|
||||
|
||||
//! Changes position in file
|
||||
/** \param finalPos Destination position in the file.
|
||||
\param relativeMovement If set to true, the position in the file is
|
||||
changed relative to current position. Otherwise the position is changed
|
||||
from beginning of file.
|
||||
\return True if successful, otherwise false. */
|
||||
virtual bool seek(long finalPos, bool relativeMovement = false) = 0;
|
||||
|
||||
//! Get size of file.
|
||||
/** \return Size of the file in bytes. */
|
||||
virtual long getSize() const = 0;
|
||||
|
||||
//! Get the current position in the file.
|
||||
/** \return Current position in the file in bytes on success or -1L on failure. */
|
||||
virtual long getPos() const = 0;
|
||||
|
||||
//! Get name of file.
|
||||
/** \return File name as zero terminated character string. */
|
||||
virtual const io::path& getFileName() const = 0;
|
||||
|
||||
//! Get the type of the class implementing this interface
|
||||
virtual EREAD_FILE_TYPE getType() const
|
||||
{
|
||||
return EFIT_UNKNOWN;
|
||||
}
|
||||
};
|
||||
|
||||
//! Internal function, please do not use.
|
||||
IReadFile* createLimitReadFile(const io::path& fileName, IReadFile* alreadyOpenedFile, long pos, long areaSize);
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,170 +1,170 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_IREFERENCE_COUNTED_H_INCLUDED__
|
||||
#define __I_IREFERENCE_COUNTED_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
//! Base class of most objects of the Irrlicht Engine.
|
||||
/** This class provides reference counting through the methods grab() and drop().
|
||||
It also is able to store a debug string for every instance of an object.
|
||||
Most objects of the Irrlicht
|
||||
Engine are derived from IReferenceCounted, and so they are reference counted.
|
||||
|
||||
When you create an object in the Irrlicht engine, calling a method
|
||||
which starts with 'create', an object is created, and you get a pointer
|
||||
to the new object. If you no longer need the object, you have
|
||||
to call drop(). This will destroy the object, if grab() was not called
|
||||
in another part of you program, because this part still needs the object.
|
||||
Note, that you only need to call drop() to the object, if you created it,
|
||||
and the method had a 'create' in it.
|
||||
|
||||
A simple example:
|
||||
|
||||
If you want to create a texture, you may want to call an imaginable method
|
||||
IDriver::createTexture. You call
|
||||
ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
|
||||
If you no longer need the texture, call texture->drop().
|
||||
|
||||
If you want to load a texture, you may want to call imaginable method
|
||||
IDriver::loadTexture. You do this like
|
||||
ITexture* texture = driver->loadTexture("example.jpg");
|
||||
You will not have to drop the pointer to the loaded texture, because
|
||||
the name of the method does not start with 'create'. The texture
|
||||
is stored somewhere by the driver.
|
||||
*/
|
||||
class IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor.
|
||||
IReferenceCounted()
|
||||
: DebugName(0), ReferenceCounter(1)
|
||||
{
|
||||
}
|
||||
|
||||
//! Destructor.
|
||||
virtual ~IReferenceCounted()
|
||||
{
|
||||
}
|
||||
|
||||
//! Grabs the object. Increments the reference counter by one.
|
||||
/** Someone who calls grab() to an object, should later also
|
||||
call drop() to it. If an object never gets as much drop() as
|
||||
grab() calls, it will never be destroyed. The
|
||||
IReferenceCounted class provides a basic reference counting
|
||||
mechanism with its methods grab() and drop(). Most objects of
|
||||
the Irrlicht Engine are derived from IReferenceCounted, and so
|
||||
they are reference counted.
|
||||
|
||||
When you create an object in the Irrlicht engine, calling a
|
||||
method which starts with 'create', an object is created, and
|
||||
you get a pointer to the new object. If you no longer need the
|
||||
object, you have to call drop(). This will destroy the object,
|
||||
if grab() was not called in another part of you program,
|
||||
because this part still needs the object. Note, that you only
|
||||
need to call drop() to the object, if you created it, and the
|
||||
method had a 'create' in it.
|
||||
|
||||
A simple example:
|
||||
|
||||
If you want to create a texture, you may want to call an
|
||||
imaginable method IDriver::createTexture. You call
|
||||
ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
|
||||
If you no longer need the texture, call texture->drop().
|
||||
If you want to load a texture, you may want to call imaginable
|
||||
method IDriver::loadTexture. You do this like
|
||||
ITexture* texture = driver->loadTexture("example.jpg");
|
||||
You will not have to drop the pointer to the loaded texture,
|
||||
because the name of the method does not start with 'create'.
|
||||
The texture is stored somewhere by the driver. */
|
||||
void grab() const { ++ReferenceCounter; }
|
||||
|
||||
//! Drops the object. Decrements the reference counter by one.
|
||||
/** The IReferenceCounted class provides a basic reference
|
||||
counting mechanism with its methods grab() and drop(). Most
|
||||
objects of the Irrlicht Engine are derived from
|
||||
IReferenceCounted, and so they are reference counted.
|
||||
|
||||
When you create an object in the Irrlicht engine, calling a
|
||||
method which starts with 'create', an object is created, and
|
||||
you get a pointer to the new object. If you no longer need the
|
||||
object, you have to call drop(). This will destroy the object,
|
||||
if grab() was not called in another part of you program,
|
||||
because this part still needs the object. Note, that you only
|
||||
need to call drop() to the object, if you created it, and the
|
||||
method had a 'create' in it.
|
||||
|
||||
A simple example:
|
||||
|
||||
If you want to create a texture, you may want to call an
|
||||
imaginable method IDriver::createTexture. You call
|
||||
ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
|
||||
If you no longer need the texture, call texture->drop().
|
||||
If you want to load a texture, you may want to call imaginable
|
||||
method IDriver::loadTexture. You do this like
|
||||
ITexture* texture = driver->loadTexture("example.jpg");
|
||||
You will not have to drop the pointer to the loaded texture,
|
||||
because the name of the method does not start with 'create'.
|
||||
The texture is stored somewhere by the driver.
|
||||
\return True, if the object was deleted. */
|
||||
bool drop() const
|
||||
{
|
||||
// someone is doing bad reference counting.
|
||||
_IRR_DEBUG_BREAK_IF(ReferenceCounter <= 0)
|
||||
|
||||
--ReferenceCounter;
|
||||
if (!ReferenceCounter)
|
||||
{
|
||||
delete this;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//! Get the reference count.
|
||||
/** \return Current value of the reference counter. */
|
||||
s32 getReferenceCount() const
|
||||
{
|
||||
return ReferenceCounter;
|
||||
}
|
||||
|
||||
//! Returns the debug name of the object.
|
||||
/** The Debugname may only be set and changed by the object
|
||||
itself. This method should only be used in Debug mode.
|
||||
\return Returns a string, previously set by setDebugName(); */
|
||||
const c8* getDebugName() const
|
||||
{
|
||||
return DebugName;
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
//! Sets the debug name of the object.
|
||||
/** The Debugname may only be set and changed by the object
|
||||
itself. This method should only be used in Debug mode.
|
||||
\param newName: New debug name to set. */
|
||||
void setDebugName(const c8* newName)
|
||||
{
|
||||
DebugName = newName;
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
//! The debug name.
|
||||
const c8* DebugName;
|
||||
|
||||
//! The reference counter. Mutable to do reference counting on const objects.
|
||||
mutable s32 ReferenceCounter;
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_IREFERENCE_COUNTED_H_INCLUDED__
|
||||
#define __I_IREFERENCE_COUNTED_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
//! Base class of most objects of the Irrlicht Engine.
|
||||
/** This class provides reference counting through the methods grab() and drop().
|
||||
It also is able to store a debug string for every instance of an object.
|
||||
Most objects of the Irrlicht
|
||||
Engine are derived from IReferenceCounted, and so they are reference counted.
|
||||
|
||||
When you create an object in the Irrlicht engine, calling a method
|
||||
which starts with 'create', an object is created, and you get a pointer
|
||||
to the new object. If you no longer need the object, you have
|
||||
to call drop(). This will destroy the object, if grab() was not called
|
||||
in another part of you program, because this part still needs the object.
|
||||
Note, that you only need to call drop() to the object, if you created it,
|
||||
and the method had a 'create' in it.
|
||||
|
||||
A simple example:
|
||||
|
||||
If you want to create a texture, you may want to call an imaginable method
|
||||
IDriver::createTexture. You call
|
||||
ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
|
||||
If you no longer need the texture, call texture->drop().
|
||||
|
||||
If you want to load a texture, you may want to call imaginable method
|
||||
IDriver::loadTexture. You do this like
|
||||
ITexture* texture = driver->loadTexture("example.jpg");
|
||||
You will not have to drop the pointer to the loaded texture, because
|
||||
the name of the method does not start with 'create'. The texture
|
||||
is stored somewhere by the driver.
|
||||
*/
|
||||
class IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Constructor.
|
||||
IReferenceCounted()
|
||||
: DebugName(0), ReferenceCounter(1)
|
||||
{
|
||||
}
|
||||
|
||||
//! Destructor.
|
||||
virtual ~IReferenceCounted()
|
||||
{
|
||||
}
|
||||
|
||||
//! Grabs the object. Increments the reference counter by one.
|
||||
/** Someone who calls grab() to an object, should later also
|
||||
call drop() to it. If an object never gets as much drop() as
|
||||
grab() calls, it will never be destroyed. The
|
||||
IReferenceCounted class provides a basic reference counting
|
||||
mechanism with its methods grab() and drop(). Most objects of
|
||||
the Irrlicht Engine are derived from IReferenceCounted, and so
|
||||
they are reference counted.
|
||||
|
||||
When you create an object in the Irrlicht engine, calling a
|
||||
method which starts with 'create', an object is created, and
|
||||
you get a pointer to the new object. If you no longer need the
|
||||
object, you have to call drop(). This will destroy the object,
|
||||
if grab() was not called in another part of you program,
|
||||
because this part still needs the object. Note, that you only
|
||||
need to call drop() to the object, if you created it, and the
|
||||
method had a 'create' in it.
|
||||
|
||||
A simple example:
|
||||
|
||||
If you want to create a texture, you may want to call an
|
||||
imaginable method IDriver::createTexture. You call
|
||||
ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
|
||||
If you no longer need the texture, call texture->drop().
|
||||
If you want to load a texture, you may want to call imaginable
|
||||
method IDriver::loadTexture. You do this like
|
||||
ITexture* texture = driver->loadTexture("example.jpg");
|
||||
You will not have to drop the pointer to the loaded texture,
|
||||
because the name of the method does not start with 'create'.
|
||||
The texture is stored somewhere by the driver. */
|
||||
void grab() const { ++ReferenceCounter; }
|
||||
|
||||
//! Drops the object. Decrements the reference counter by one.
|
||||
/** The IReferenceCounted class provides a basic reference
|
||||
counting mechanism with its methods grab() and drop(). Most
|
||||
objects of the Irrlicht Engine are derived from
|
||||
IReferenceCounted, and so they are reference counted.
|
||||
|
||||
When you create an object in the Irrlicht engine, calling a
|
||||
method which starts with 'create', an object is created, and
|
||||
you get a pointer to the new object. If you no longer need the
|
||||
object, you have to call drop(). This will destroy the object,
|
||||
if grab() was not called in another part of you program,
|
||||
because this part still needs the object. Note, that you only
|
||||
need to call drop() to the object, if you created it, and the
|
||||
method had a 'create' in it.
|
||||
|
||||
A simple example:
|
||||
|
||||
If you want to create a texture, you may want to call an
|
||||
imaginable method IDriver::createTexture. You call
|
||||
ITexture* texture = driver->createTexture(dimension2d<u32>(128, 128));
|
||||
If you no longer need the texture, call texture->drop().
|
||||
If you want to load a texture, you may want to call imaginable
|
||||
method IDriver::loadTexture. You do this like
|
||||
ITexture* texture = driver->loadTexture("example.jpg");
|
||||
You will not have to drop the pointer to the loaded texture,
|
||||
because the name of the method does not start with 'create'.
|
||||
The texture is stored somewhere by the driver.
|
||||
\return True, if the object was deleted. */
|
||||
bool drop() const
|
||||
{
|
||||
// someone is doing bad reference counting.
|
||||
_IRR_DEBUG_BREAK_IF(ReferenceCounter <= 0)
|
||||
|
||||
--ReferenceCounter;
|
||||
if (!ReferenceCounter)
|
||||
{
|
||||
delete this;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//! Get the reference count.
|
||||
/** \return Current value of the reference counter. */
|
||||
s32 getReferenceCount() const
|
||||
{
|
||||
return ReferenceCounter;
|
||||
}
|
||||
|
||||
//! Returns the debug name of the object.
|
||||
/** The Debugname may only be set and changed by the object
|
||||
itself. This method should only be used in Debug mode.
|
||||
\return Returns a string, previously set by setDebugName(); */
|
||||
const c8* getDebugName() const
|
||||
{
|
||||
return DebugName;
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
//! Sets the debug name of the object.
|
||||
/** The Debugname may only be set and changed by the object
|
||||
itself. This method should only be used in Debug mode.
|
||||
\param newName: New debug name to set. */
|
||||
void setDebugName(const c8* newName)
|
||||
{
|
||||
DebugName = newName;
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
//! The debug name.
|
||||
const c8* DebugName;
|
||||
|
||||
//! The reference counter. Mutable to do reference counting on const objects.
|
||||
mutable s32 ReferenceCounter;
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,129 +1,129 @@
|
||||
// Copyright (C) 2015 Patryk Nadrowski
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_RENDER_TARGET_H_INCLUDED__
|
||||
#define __I_RENDER_TARGET_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "EDriverTypes.h"
|
||||
#include "irrArray.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
|
||||
//! Enumeration of cube texture surfaces
|
||||
enum E_CUBE_SURFACE
|
||||
{
|
||||
ECS_POSX = 0,
|
||||
ECS_NEGX,
|
||||
ECS_POSY,
|
||||
ECS_NEGY,
|
||||
ECS_POSZ,
|
||||
ECS_NEGZ
|
||||
};
|
||||
|
||||
//! Interface of a Render Target.
|
||||
class IRenderTarget : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IRenderTarget() : DepthStencil(0), DriverType(EDT_NULL)
|
||||
{
|
||||
}
|
||||
|
||||
//! Returns an array of previously set textures.
|
||||
const core::array<ITexture*>& getTexture() const
|
||||
{
|
||||
return Textures;
|
||||
}
|
||||
|
||||
//! Returns a of previously set depth / depth-stencil texture.
|
||||
ITexture* getDepthStencil() const
|
||||
{
|
||||
return DepthStencil;
|
||||
}
|
||||
|
||||
//! Returns an array of active surface for cube textures
|
||||
const core::array<E_CUBE_SURFACE>& getCubeSurfaces() const
|
||||
{
|
||||
return CubeSurfaces;
|
||||
}
|
||||
|
||||
//! Set multiple textures.
|
||||
/** Set multiple textures for the render target.
|
||||
\param texture Array of texture objects. These textures are used for a color outputs.
|
||||
\param depthStencil Depth or packed depth-stencil texture. This texture is used as depth
|
||||
or depth-stencil buffer. You can pass getDepthStencil() if you don't want to change it.
|
||||
\param cubeSurfaces When rendering to cube textures, set the surface to be used for each texture. Can be empty otherwise.
|
||||
*/
|
||||
void setTexture(const core::array<ITexture*>& texture, ITexture* depthStencil, const core::array<E_CUBE_SURFACE>& cubeSurfaces = core::array<E_CUBE_SURFACE>())
|
||||
{
|
||||
setTextures(texture.const_pointer(), texture.size(), depthStencil, cubeSurfaces.const_pointer(), cubeSurfaces.size());
|
||||
}
|
||||
|
||||
//! Sets one texture + depthStencil
|
||||
//! You can pass getDepthStencil() for depthStencil if you don't want to change that one
|
||||
void setTexture(ITexture* texture, ITexture* depthStencil)
|
||||
{
|
||||
if ( texture )
|
||||
{
|
||||
setTextures(&texture, 1, depthStencil);
|
||||
}
|
||||
else
|
||||
{
|
||||
setTextures(0, 0, depthStencil);
|
||||
}
|
||||
}
|
||||
|
||||
//! Set one cube surface texture.
|
||||
void setTexture(ITexture* texture, ITexture* depthStencil, E_CUBE_SURFACE cubeSurface)
|
||||
{
|
||||
if ( texture )
|
||||
{
|
||||
setTextures(&texture, 1, depthStencil, &cubeSurface, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
setTextures(0, 0, depthStencil, &cubeSurface, 1);
|
||||
}
|
||||
}
|
||||
|
||||
//! Get driver type of render target.
|
||||
E_DRIVER_TYPE getDriverType() const
|
||||
{
|
||||
return DriverType;
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
//! Set multiple textures.
|
||||
// NOTE: working with pointers instead of arrays to avoid unnecessary memory allocations for the single textures case
|
||||
virtual void setTextures(ITexture* const * textures, u32 numTextures, ITexture* depthStencil, const E_CUBE_SURFACE* cubeSurfaces=0, u32 numCubeSurfaces=0) = 0;
|
||||
|
||||
//! Textures assigned to render target.
|
||||
core::array<ITexture*> Textures;
|
||||
|
||||
//! Depth or packed depth-stencil texture assigned to render target.
|
||||
ITexture* DepthStencil;
|
||||
|
||||
//! Active surface of cube textures
|
||||
core::array<E_CUBE_SURFACE> CubeSurfaces;
|
||||
|
||||
//! Driver type of render target.
|
||||
E_DRIVER_TYPE DriverType;
|
||||
|
||||
private:
|
||||
// no copying (IReferenceCounted still allows that for reasons which take some time to work around)
|
||||
IRenderTarget(const IRenderTarget&);
|
||||
IRenderTarget& operator=(const IRenderTarget&);
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
// Copyright (C) 2015 Patryk Nadrowski
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_RENDER_TARGET_H_INCLUDED__
|
||||
#define __I_RENDER_TARGET_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "EDriverTypes.h"
|
||||
#include "irrArray.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
|
||||
//! Enumeration of cube texture surfaces
|
||||
enum E_CUBE_SURFACE
|
||||
{
|
||||
ECS_POSX = 0,
|
||||
ECS_NEGX,
|
||||
ECS_POSY,
|
||||
ECS_NEGY,
|
||||
ECS_POSZ,
|
||||
ECS_NEGZ
|
||||
};
|
||||
|
||||
//! Interface of a Render Target.
|
||||
class IRenderTarget : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
IRenderTarget() : DepthStencil(0), DriverType(EDT_NULL)
|
||||
{
|
||||
}
|
||||
|
||||
//! Returns an array of previously set textures.
|
||||
const core::array<ITexture*>& getTexture() const
|
||||
{
|
||||
return Textures;
|
||||
}
|
||||
|
||||
//! Returns a of previously set depth / depth-stencil texture.
|
||||
ITexture* getDepthStencil() const
|
||||
{
|
||||
return DepthStencil;
|
||||
}
|
||||
|
||||
//! Returns an array of active surface for cube textures
|
||||
const core::array<E_CUBE_SURFACE>& getCubeSurfaces() const
|
||||
{
|
||||
return CubeSurfaces;
|
||||
}
|
||||
|
||||
//! Set multiple textures.
|
||||
/** Set multiple textures for the render target.
|
||||
\param texture Array of texture objects. These textures are used for a color outputs.
|
||||
\param depthStencil Depth or packed depth-stencil texture. This texture is used as depth
|
||||
or depth-stencil buffer. You can pass getDepthStencil() if you don't want to change it.
|
||||
\param cubeSurfaces When rendering to cube textures, set the surface to be used for each texture. Can be empty otherwise.
|
||||
*/
|
||||
void setTexture(const core::array<ITexture*>& texture, ITexture* depthStencil, const core::array<E_CUBE_SURFACE>& cubeSurfaces = core::array<E_CUBE_SURFACE>())
|
||||
{
|
||||
setTextures(texture.const_pointer(), texture.size(), depthStencil, cubeSurfaces.const_pointer(), cubeSurfaces.size());
|
||||
}
|
||||
|
||||
//! Sets one texture + depthStencil
|
||||
//! You can pass getDepthStencil() for depthStencil if you don't want to change that one
|
||||
void setTexture(ITexture* texture, ITexture* depthStencil)
|
||||
{
|
||||
if ( texture )
|
||||
{
|
||||
setTextures(&texture, 1, depthStencil);
|
||||
}
|
||||
else
|
||||
{
|
||||
setTextures(0, 0, depthStencil);
|
||||
}
|
||||
}
|
||||
|
||||
//! Set one cube surface texture.
|
||||
void setTexture(ITexture* texture, ITexture* depthStencil, E_CUBE_SURFACE cubeSurface)
|
||||
{
|
||||
if ( texture )
|
||||
{
|
||||
setTextures(&texture, 1, depthStencil, &cubeSurface, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
setTextures(0, 0, depthStencil, &cubeSurface, 1);
|
||||
}
|
||||
}
|
||||
|
||||
//! Get driver type of render target.
|
||||
E_DRIVER_TYPE getDriverType() const
|
||||
{
|
||||
return DriverType;
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
//! Set multiple textures.
|
||||
// NOTE: working with pointers instead of arrays to avoid unnecessary memory allocations for the single textures case
|
||||
virtual void setTextures(ITexture* const * textures, u32 numTextures, ITexture* depthStencil, const E_CUBE_SURFACE* cubeSurfaces=0, u32 numCubeSurfaces=0) = 0;
|
||||
|
||||
//! Textures assigned to render target.
|
||||
core::array<ITexture*> Textures;
|
||||
|
||||
//! Depth or packed depth-stencil texture assigned to render target.
|
||||
ITexture* DepthStencil;
|
||||
|
||||
//! Active surface of cube textures
|
||||
core::array<E_CUBE_SURFACE> CubeSurfaces;
|
||||
|
||||
//! Driver type of render target.
|
||||
E_DRIVER_TYPE DriverType;
|
||||
|
||||
private:
|
||||
// no copying (IReferenceCounted still allows that for reasons which take some time to work around)
|
||||
IRenderTarget(const IRenderTarget&);
|
||||
IRenderTarget& operator=(const IRenderTarget&);
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
@ -1,38 +1,38 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
|
||||
#define __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "position2d.h"
|
||||
#include "line3d.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
namespace scene
|
||||
{
|
||||
class ICameraSceneNode;
|
||||
|
||||
class ISceneCollisionManager : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Returns a 3d ray which would go through the 2d screen coordinates.
|
||||
/** \param pos: Screen coordinates in pixels.
|
||||
\param camera: Camera from which the ray starts. If null, the
|
||||
active camera is used.
|
||||
\return Ray starting from the position of the camera and ending
|
||||
at a length of the far value of the camera at a position which
|
||||
would be behind the 2d screen coordinates. */
|
||||
virtual core::line3d<f32> getRayFromScreenCoordinates(
|
||||
const core::position2d<s32>& pos, const ICameraSceneNode* camera = 0) = 0;
|
||||
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
|
||||
#define __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "position2d.h"
|
||||
#include "line3d.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
namespace scene
|
||||
{
|
||||
class ICameraSceneNode;
|
||||
|
||||
class ISceneCollisionManager : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Returns a 3d ray which would go through the 2d screen coordinates.
|
||||
/** \param pos: Screen coordinates in pixels.
|
||||
\param camera: Camera from which the ray starts. If null, the
|
||||
active camera is used.
|
||||
\return Ray starting from the position of the camera and ending
|
||||
at a length of the far value of the camera at a position which
|
||||
would be behind the 2d screen coordinates. */
|
||||
virtual core::line3d<f32> getRayFromScreenCoordinates(
|
||||
const core::position2d<s32>& pos, const ICameraSceneNode* camera = 0) = 0;
|
||||
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
File diff suppressed because it is too large
Load Diff
1302
include/ISceneNode.h
1302
include/ISceneNode.h
File diff suppressed because it is too large
Load Diff
@ -1,85 +1,85 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_SHADER_CONSTANT_SET_CALLBACT_H_INCLUDED__
|
||||
#define __I_SHADER_CONSTANT_SET_CALLBACT_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class IMaterialRendererServices;
|
||||
class SMaterial;
|
||||
|
||||
//! Interface making it possible to set constants for gpu programs every frame.
|
||||
/** Implement this interface in an own class and pass a pointer to it to one of
|
||||
the methods in IGPUProgrammingServices when creating a shader. The
|
||||
OnSetConstants method will be called every frame now. */
|
||||
class IShaderConstantSetCallBack : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Called to let the callBack know the used material (optional method)
|
||||
/**
|
||||
\code
|
||||
class MyCallBack : public IShaderConstantSetCallBack
|
||||
{
|
||||
const video::SMaterial *UsedMaterial;
|
||||
|
||||
OnSetMaterial(const video::SMaterial& material)
|
||||
{
|
||||
UsedMaterial=&material;
|
||||
}
|
||||
|
||||
OnSetConstants(IMaterialRendererServices* services, s32 userData)
|
||||
{
|
||||
services->setVertexShaderConstant("myColor", reinterpret_cast<f32*>(&UsedMaterial->color), 4);
|
||||
}
|
||||
}
|
||||
\endcode
|
||||
*/
|
||||
virtual void OnSetMaterial(const SMaterial& material) { }
|
||||
|
||||
//! Called by the engine when the vertex and/or pixel shader constants for an material renderer should be set.
|
||||
/**
|
||||
Implement the IShaderConstantSetCallBack in an own class and implement your own
|
||||
OnSetConstants method using the given IMaterialRendererServices interface.
|
||||
Pass a pointer to this class to one of the methods in IGPUProgrammingServices
|
||||
when creating a shader. The OnSetConstants method will now be called every time
|
||||
before geometry is being drawn using your shader material. A sample implementation
|
||||
would look like this:
|
||||
\code
|
||||
virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
|
||||
{
|
||||
video::IVideoDriver* driver = services->getVideoDriver();
|
||||
|
||||
// set clip matrix at register 4
|
||||
core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
|
||||
worldViewProj *= driver->getTransform(video::ETS_VIEW);
|
||||
worldViewProj *= driver->getTransform(video::ETS_WORLD);
|
||||
services->setVertexShaderConstant(&worldViewProj.M[0], 4, 4);
|
||||
// for high level shading languages, this would be another solution:
|
||||
//services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
|
||||
|
||||
// set some light color at register 9
|
||||
video::SColorf col(0.0f,1.0f,1.0f,0.0f);
|
||||
services->setVertexShaderConstant(reinterpret_cast<const f32*>(&col), 9, 1);
|
||||
// for high level shading languages, this would be another solution:
|
||||
//services->setVertexShaderConstant("myColor", reinterpret_cast<f32*>(&col), 4);
|
||||
}
|
||||
\endcode
|
||||
\param services: Pointer to an interface providing methods to set the constants for the shader.
|
||||
\param userData: Userdata int which can be specified when creating the shader.
|
||||
*/
|
||||
virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_SHADER_CONSTANT_SET_CALLBACT_H_INCLUDED__
|
||||
#define __I_SHADER_CONSTANT_SET_CALLBACT_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class IMaterialRendererServices;
|
||||
class SMaterial;
|
||||
|
||||
//! Interface making it possible to set constants for gpu programs every frame.
|
||||
/** Implement this interface in an own class and pass a pointer to it to one of
|
||||
the methods in IGPUProgrammingServices when creating a shader. The
|
||||
OnSetConstants method will be called every frame now. */
|
||||
class IShaderConstantSetCallBack : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Called to let the callBack know the used material (optional method)
|
||||
/**
|
||||
\code
|
||||
class MyCallBack : public IShaderConstantSetCallBack
|
||||
{
|
||||
const video::SMaterial *UsedMaterial;
|
||||
|
||||
OnSetMaterial(const video::SMaterial& material)
|
||||
{
|
||||
UsedMaterial=&material;
|
||||
}
|
||||
|
||||
OnSetConstants(IMaterialRendererServices* services, s32 userData)
|
||||
{
|
||||
services->setVertexShaderConstant("myColor", reinterpret_cast<f32*>(&UsedMaterial->color), 4);
|
||||
}
|
||||
}
|
||||
\endcode
|
||||
*/
|
||||
virtual void OnSetMaterial(const SMaterial& material) { }
|
||||
|
||||
//! Called by the engine when the vertex and/or pixel shader constants for an material renderer should be set.
|
||||
/**
|
||||
Implement the IShaderConstantSetCallBack in an own class and implement your own
|
||||
OnSetConstants method using the given IMaterialRendererServices interface.
|
||||
Pass a pointer to this class to one of the methods in IGPUProgrammingServices
|
||||
when creating a shader. The OnSetConstants method will now be called every time
|
||||
before geometry is being drawn using your shader material. A sample implementation
|
||||
would look like this:
|
||||
\code
|
||||
virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
|
||||
{
|
||||
video::IVideoDriver* driver = services->getVideoDriver();
|
||||
|
||||
// set clip matrix at register 4
|
||||
core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
|
||||
worldViewProj *= driver->getTransform(video::ETS_VIEW);
|
||||
worldViewProj *= driver->getTransform(video::ETS_WORLD);
|
||||
services->setVertexShaderConstant(&worldViewProj.M[0], 4, 4);
|
||||
// for high level shading languages, this would be another solution:
|
||||
//services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
|
||||
|
||||
// set some light color at register 9
|
||||
video::SColorf col(0.0f,1.0f,1.0f,0.0f);
|
||||
services->setVertexShaderConstant(reinterpret_cast<const f32*>(&col), 9, 1);
|
||||
// for high level shading languages, this would be another solution:
|
||||
//services->setVertexShaderConstant("myColor", reinterpret_cast<f32*>(&col), 4);
|
||||
}
|
||||
\endcode
|
||||
\param services: Pointer to an interface providing methods to set the constants for the shader.
|
||||
\param userData: Userdata int which can be specified when creating the shader.
|
||||
*/
|
||||
virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,225 +1,225 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_SKINNED_MESH_H_INCLUDED__
|
||||
#define __I_SKINNED_MESH_H_INCLUDED__
|
||||
|
||||
#include "irrArray.h"
|
||||
#include "IBoneSceneNode.h"
|
||||
#include "IAnimatedMesh.h"
|
||||
#include "SSkinMeshBuffer.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
enum E_INTERPOLATION_MODE
|
||||
{
|
||||
// constant does use the current key-values without interpolation
|
||||
EIM_CONSTANT = 0,
|
||||
|
||||
// linear interpolation
|
||||
EIM_LINEAR,
|
||||
|
||||
//! count of all available interpolation modes
|
||||
EIM_COUNT
|
||||
};
|
||||
|
||||
|
||||
//! Interface for using some special functions of Skinned meshes
|
||||
class ISkinnedMesh : public IAnimatedMesh
|
||||
{
|
||||
public:
|
||||
|
||||
//! Gets joint count.
|
||||
/** \return Amount of joints in the skeletal animated mesh. */
|
||||
virtual u32 getJointCount() const = 0;
|
||||
|
||||
//! Gets the name of a joint.
|
||||
/** \param number: Zero based index of joint. The last joint
|
||||
has the number getJointCount()-1;
|
||||
\return Name of joint and null if an error happened. */
|
||||
virtual const c8* getJointName(u32 number) const = 0;
|
||||
|
||||
//! Gets a joint number from its name
|
||||
/** \param name: Name of the joint.
|
||||
\return Number of the joint or -1 if not found. */
|
||||
virtual s32 getJointNumber(const c8* name) const = 0;
|
||||
|
||||
//! Use animation from another mesh
|
||||
/** The animation is linked (not copied) based on joint names
|
||||
so make sure they are unique.
|
||||
\return True if all joints in this mesh were
|
||||
matched up (empty names will not be matched, and it's case
|
||||
sensitive). Unmatched joints will not be animated. */
|
||||
virtual bool useAnimationFrom(const ISkinnedMesh *mesh) = 0;
|
||||
|
||||
//! Update Normals when Animating
|
||||
/** \param on If false don't animate, which is faster.
|
||||
Else update normals, which allows for proper lighting of
|
||||
animated meshes. */
|
||||
virtual void updateNormalsWhenAnimating(bool on) = 0;
|
||||
|
||||
//! Sets Interpolation Mode
|
||||
virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) = 0;
|
||||
|
||||
//! Animates this mesh's joints based on frame input
|
||||
virtual void animateMesh(f32 frame, f32 blend)=0;
|
||||
|
||||
//! Preforms a software skin on this mesh based of joint positions
|
||||
virtual void skinMesh() = 0;
|
||||
|
||||
//! converts the vertex type of all meshbuffers to tangents.
|
||||
/** E.g. used for bump mapping. */
|
||||
virtual void convertMeshToTangents() = 0;
|
||||
|
||||
//! Allows to enable hardware skinning.
|
||||
/* This feature is not implemented in Irrlicht yet */
|
||||
virtual bool setHardwareSkinning(bool on) = 0;
|
||||
|
||||
//! Refreshes vertex data cached in joints such as positions and normals
|
||||
virtual void refreshJointCache() = 0;
|
||||
|
||||
//! Moves the mesh into static position.
|
||||
virtual void resetAnimation() = 0;
|
||||
|
||||
//! A vertex weight
|
||||
struct SWeight
|
||||
{
|
||||
//! Index of the mesh buffer
|
||||
u16 buffer_id; //I doubt 32bits is needed
|
||||
|
||||
//! Index of the vertex
|
||||
u32 vertex_id; //Store global ID here
|
||||
|
||||
//! Weight Strength/Percentage (0-1)
|
||||
f32 strength;
|
||||
|
||||
private:
|
||||
//! Internal members used by CSkinnedMesh
|
||||
friend class CSkinnedMesh;
|
||||
char *Moved;
|
||||
core::vector3df StaticPos;
|
||||
core::vector3df StaticNormal;
|
||||
};
|
||||
|
||||
|
||||
//! Animation keyframe which describes a new position
|
||||
struct SPositionKey
|
||||
{
|
||||
f32 frame;
|
||||
core::vector3df position;
|
||||
};
|
||||
|
||||
//! Animation keyframe which describes a new scale
|
||||
struct SScaleKey
|
||||
{
|
||||
f32 frame;
|
||||
core::vector3df scale;
|
||||
};
|
||||
|
||||
//! Animation keyframe which describes a new rotation
|
||||
struct SRotationKey
|
||||
{
|
||||
f32 frame;
|
||||
core::quaternion rotation;
|
||||
};
|
||||
|
||||
//! Joints
|
||||
struct SJoint
|
||||
{
|
||||
SJoint() : UseAnimationFrom(0), GlobalSkinningSpace(false),
|
||||
positionHint(-1),scaleHint(-1),rotationHint(-1)
|
||||
{
|
||||
}
|
||||
|
||||
//! The name of this joint
|
||||
core::stringc Name;
|
||||
|
||||
//! Local matrix of this joint
|
||||
core::matrix4 LocalMatrix;
|
||||
|
||||
//! List of child joints
|
||||
core::array<SJoint*> Children;
|
||||
|
||||
//! List of attached meshes
|
||||
core::array<u32> AttachedMeshes;
|
||||
|
||||
//! Animation keys causing translation change
|
||||
core::array<SPositionKey> PositionKeys;
|
||||
|
||||
//! Animation keys causing scale change
|
||||
core::array<SScaleKey> ScaleKeys;
|
||||
|
||||
//! Animation keys causing rotation change
|
||||
core::array<SRotationKey> RotationKeys;
|
||||
|
||||
//! Skin weights
|
||||
core::array<SWeight> Weights;
|
||||
|
||||
//! Unnecessary for loaders, will be overwritten on finalize
|
||||
core::matrix4 GlobalMatrix;
|
||||
core::matrix4 GlobalAnimatedMatrix;
|
||||
core::matrix4 LocalAnimatedMatrix;
|
||||
core::vector3df Animatedposition;
|
||||
core::vector3df Animatedscale;
|
||||
core::quaternion Animatedrotation;
|
||||
|
||||
core::matrix4 GlobalInversedMatrix; //the x format pre-calculates this
|
||||
|
||||
private:
|
||||
//! Internal members used by CSkinnedMesh
|
||||
friend class CSkinnedMesh;
|
||||
|
||||
SJoint *UseAnimationFrom;
|
||||
bool GlobalSkinningSpace;
|
||||
|
||||
s32 positionHint;
|
||||
s32 scaleHint;
|
||||
s32 rotationHint;
|
||||
};
|
||||
|
||||
|
||||
//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
|
||||
|
||||
//these functions will use the needed arrays, set values, etc to help the loaders
|
||||
|
||||
//! exposed for loaders: to add mesh buffers
|
||||
virtual core::array<SSkinMeshBuffer*>& getMeshBuffers() = 0;
|
||||
|
||||
//! exposed for loaders: joints list
|
||||
virtual core::array<SJoint*>& getAllJoints() = 0;
|
||||
|
||||
//! exposed for loaders: joints list
|
||||
virtual const core::array<SJoint*>& getAllJoints() const = 0;
|
||||
|
||||
//! loaders should call this after populating the mesh
|
||||
virtual void finalize() = 0;
|
||||
|
||||
//! Adds a new meshbuffer to the mesh, access it as last one
|
||||
virtual SSkinMeshBuffer* addMeshBuffer() = 0;
|
||||
|
||||
//! Adds a new joint to the mesh, access it as last one
|
||||
virtual SJoint* addJoint(SJoint *parent=0) = 0;
|
||||
|
||||
//! Adds a new weight to the mesh, access it as last one
|
||||
virtual SWeight* addWeight(SJoint *joint) = 0;
|
||||
|
||||
//! Adds a new position key to the mesh, access it as last one
|
||||
virtual SPositionKey* addPositionKey(SJoint *joint) = 0;
|
||||
//! Adds a new scale key to the mesh, access it as last one
|
||||
virtual SScaleKey* addScaleKey(SJoint *joint) = 0;
|
||||
//! Adds a new rotation key to the mesh, access it as last one
|
||||
virtual SRotationKey* addRotationKey(SJoint *joint) = 0;
|
||||
|
||||
//! Check if the mesh is non-animated
|
||||
virtual bool isStatic()=0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_SKINNED_MESH_H_INCLUDED__
|
||||
#define __I_SKINNED_MESH_H_INCLUDED__
|
||||
|
||||
#include "irrArray.h"
|
||||
#include "IBoneSceneNode.h"
|
||||
#include "IAnimatedMesh.h"
|
||||
#include "SSkinMeshBuffer.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
enum E_INTERPOLATION_MODE
|
||||
{
|
||||
// constant does use the current key-values without interpolation
|
||||
EIM_CONSTANT = 0,
|
||||
|
||||
// linear interpolation
|
||||
EIM_LINEAR,
|
||||
|
||||
//! count of all available interpolation modes
|
||||
EIM_COUNT
|
||||
};
|
||||
|
||||
|
||||
//! Interface for using some special functions of Skinned meshes
|
||||
class ISkinnedMesh : public IAnimatedMesh
|
||||
{
|
||||
public:
|
||||
|
||||
//! Gets joint count.
|
||||
/** \return Amount of joints in the skeletal animated mesh. */
|
||||
virtual u32 getJointCount() const = 0;
|
||||
|
||||
//! Gets the name of a joint.
|
||||
/** \param number: Zero based index of joint. The last joint
|
||||
has the number getJointCount()-1;
|
||||
\return Name of joint and null if an error happened. */
|
||||
virtual const c8* getJointName(u32 number) const = 0;
|
||||
|
||||
//! Gets a joint number from its name
|
||||
/** \param name: Name of the joint.
|
||||
\return Number of the joint or -1 if not found. */
|
||||
virtual s32 getJointNumber(const c8* name) const = 0;
|
||||
|
||||
//! Use animation from another mesh
|
||||
/** The animation is linked (not copied) based on joint names
|
||||
so make sure they are unique.
|
||||
\return True if all joints in this mesh were
|
||||
matched up (empty names will not be matched, and it's case
|
||||
sensitive). Unmatched joints will not be animated. */
|
||||
virtual bool useAnimationFrom(const ISkinnedMesh *mesh) = 0;
|
||||
|
||||
//! Update Normals when Animating
|
||||
/** \param on If false don't animate, which is faster.
|
||||
Else update normals, which allows for proper lighting of
|
||||
animated meshes. */
|
||||
virtual void updateNormalsWhenAnimating(bool on) = 0;
|
||||
|
||||
//! Sets Interpolation Mode
|
||||
virtual void setInterpolationMode(E_INTERPOLATION_MODE mode) = 0;
|
||||
|
||||
//! Animates this mesh's joints based on frame input
|
||||
virtual void animateMesh(f32 frame, f32 blend)=0;
|
||||
|
||||
//! Preforms a software skin on this mesh based of joint positions
|
||||
virtual void skinMesh() = 0;
|
||||
|
||||
//! converts the vertex type of all meshbuffers to tangents.
|
||||
/** E.g. used for bump mapping. */
|
||||
virtual void convertMeshToTangents() = 0;
|
||||
|
||||
//! Allows to enable hardware skinning.
|
||||
/* This feature is not implemented in Irrlicht yet */
|
||||
virtual bool setHardwareSkinning(bool on) = 0;
|
||||
|
||||
//! Refreshes vertex data cached in joints such as positions and normals
|
||||
virtual void refreshJointCache() = 0;
|
||||
|
||||
//! Moves the mesh into static position.
|
||||
virtual void resetAnimation() = 0;
|
||||
|
||||
//! A vertex weight
|
||||
struct SWeight
|
||||
{
|
||||
//! Index of the mesh buffer
|
||||
u16 buffer_id; //I doubt 32bits is needed
|
||||
|
||||
//! Index of the vertex
|
||||
u32 vertex_id; //Store global ID here
|
||||
|
||||
//! Weight Strength/Percentage (0-1)
|
||||
f32 strength;
|
||||
|
||||
private:
|
||||
//! Internal members used by CSkinnedMesh
|
||||
friend class CSkinnedMesh;
|
||||
char *Moved;
|
||||
core::vector3df StaticPos;
|
||||
core::vector3df StaticNormal;
|
||||
};
|
||||
|
||||
|
||||
//! Animation keyframe which describes a new position
|
||||
struct SPositionKey
|
||||
{
|
||||
f32 frame;
|
||||
core::vector3df position;
|
||||
};
|
||||
|
||||
//! Animation keyframe which describes a new scale
|
||||
struct SScaleKey
|
||||
{
|
||||
f32 frame;
|
||||
core::vector3df scale;
|
||||
};
|
||||
|
||||
//! Animation keyframe which describes a new rotation
|
||||
struct SRotationKey
|
||||
{
|
||||
f32 frame;
|
||||
core::quaternion rotation;
|
||||
};
|
||||
|
||||
//! Joints
|
||||
struct SJoint
|
||||
{
|
||||
SJoint() : UseAnimationFrom(0), GlobalSkinningSpace(false),
|
||||
positionHint(-1),scaleHint(-1),rotationHint(-1)
|
||||
{
|
||||
}
|
||||
|
||||
//! The name of this joint
|
||||
core::stringc Name;
|
||||
|
||||
//! Local matrix of this joint
|
||||
core::matrix4 LocalMatrix;
|
||||
|
||||
//! List of child joints
|
||||
core::array<SJoint*> Children;
|
||||
|
||||
//! List of attached meshes
|
||||
core::array<u32> AttachedMeshes;
|
||||
|
||||
//! Animation keys causing translation change
|
||||
core::array<SPositionKey> PositionKeys;
|
||||
|
||||
//! Animation keys causing scale change
|
||||
core::array<SScaleKey> ScaleKeys;
|
||||
|
||||
//! Animation keys causing rotation change
|
||||
core::array<SRotationKey> RotationKeys;
|
||||
|
||||
//! Skin weights
|
||||
core::array<SWeight> Weights;
|
||||
|
||||
//! Unnecessary for loaders, will be overwritten on finalize
|
||||
core::matrix4 GlobalMatrix;
|
||||
core::matrix4 GlobalAnimatedMatrix;
|
||||
core::matrix4 LocalAnimatedMatrix;
|
||||
core::vector3df Animatedposition;
|
||||
core::vector3df Animatedscale;
|
||||
core::quaternion Animatedrotation;
|
||||
|
||||
core::matrix4 GlobalInversedMatrix; //the x format pre-calculates this
|
||||
|
||||
private:
|
||||
//! Internal members used by CSkinnedMesh
|
||||
friend class CSkinnedMesh;
|
||||
|
||||
SJoint *UseAnimationFrom;
|
||||
bool GlobalSkinningSpace;
|
||||
|
||||
s32 positionHint;
|
||||
s32 scaleHint;
|
||||
s32 rotationHint;
|
||||
};
|
||||
|
||||
|
||||
//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
|
||||
|
||||
//these functions will use the needed arrays, set values, etc to help the loaders
|
||||
|
||||
//! exposed for loaders: to add mesh buffers
|
||||
virtual core::array<SSkinMeshBuffer*>& getMeshBuffers() = 0;
|
||||
|
||||
//! exposed for loaders: joints list
|
||||
virtual core::array<SJoint*>& getAllJoints() = 0;
|
||||
|
||||
//! exposed for loaders: joints list
|
||||
virtual const core::array<SJoint*>& getAllJoints() const = 0;
|
||||
|
||||
//! loaders should call this after populating the mesh
|
||||
virtual void finalize() = 0;
|
||||
|
||||
//! Adds a new meshbuffer to the mesh, access it as last one
|
||||
virtual SSkinMeshBuffer* addMeshBuffer() = 0;
|
||||
|
||||
//! Adds a new joint to the mesh, access it as last one
|
||||
virtual SJoint* addJoint(SJoint *parent=0) = 0;
|
||||
|
||||
//! Adds a new weight to the mesh, access it as last one
|
||||
virtual SWeight* addWeight(SJoint *joint) = 0;
|
||||
|
||||
//! Adds a new position key to the mesh, access it as last one
|
||||
virtual SPositionKey* addPositionKey(SJoint *joint) = 0;
|
||||
//! Adds a new scale key to the mesh, access it as last one
|
||||
virtual SScaleKey* addScaleKey(SJoint *joint) = 0;
|
||||
//! Adds a new rotation key to the mesh, access it as last one
|
||||
virtual SRotationKey* addRotationKey(SJoint *joint) = 0;
|
||||
|
||||
//! Check if the mesh is non-animated
|
||||
virtual bool isStatic()=0;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,350 +1,350 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_TEXTURE_H_INCLUDED__
|
||||
#define __I_TEXTURE_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "IImage.h"
|
||||
#include "dimension2d.h"
|
||||
#include "EDriverTypes.h"
|
||||
#include "path.h"
|
||||
#include "matrix4.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
|
||||
//! Enumeration flags used to tell the video driver with setTextureCreationFlag in which format textures should be created.
|
||||
enum E_TEXTURE_CREATION_FLAG
|
||||
{
|
||||
/** Forces the driver to create 16 bit textures always, independent of
|
||||
which format the file on disk has. When choosing this you may lose
|
||||
some color detail, but gain much speed and memory. 16 bit textures can
|
||||
be transferred twice as fast as 32 bit textures and only use half of
|
||||
the space in memory.
|
||||
When using this flag, it does not make sense to use the flags
|
||||
ETCF_ALWAYS_32_BIT, ETCF_OPTIMIZED_FOR_QUALITY, or
|
||||
ETCF_OPTIMIZED_FOR_SPEED at the same time.
|
||||
Not all texture formats are affected (usually those up to ECF_A8R8G8B8). */
|
||||
ETCF_ALWAYS_16_BIT = 0x00000001,
|
||||
|
||||
/** Forces the driver to create 32 bit textures always, independent of
|
||||
which format the file on disk has. Please note that some drivers (like
|
||||
the software device) will ignore this, because they are only able to
|
||||
create and use 16 bit textures.
|
||||
Default is true.
|
||||
When using this flag, it does not make sense to use the flags
|
||||
ETCF_ALWAYS_16_BIT, ETCF_OPTIMIZED_FOR_QUALITY, or
|
||||
ETCF_OPTIMIZED_FOR_SPEED at the same time.
|
||||
Not all texture formats are affected (usually those up to ECF_A8R8G8B8). */
|
||||
ETCF_ALWAYS_32_BIT = 0x00000002,
|
||||
|
||||
/** Lets the driver decide in which format the textures are created and
|
||||
tries to make the textures look as good as possible. Usually it simply
|
||||
chooses the format in which the texture was stored on disk.
|
||||
When using this flag, it does not make sense to use the flags
|
||||
ETCF_ALWAYS_16_BIT, ETCF_ALWAYS_32_BIT, or ETCF_OPTIMIZED_FOR_SPEED at
|
||||
the same time.
|
||||
Not all texture formats are affected (usually those up to ECF_A8R8G8B8). */
|
||||
ETCF_OPTIMIZED_FOR_QUALITY = 0x00000004,
|
||||
|
||||
/** Lets the driver decide in which format the textures are created and
|
||||
tries to create them maximizing render speed.
|
||||
When using this flag, it does not make sense to use the flags
|
||||
ETCF_ALWAYS_16_BIT, ETCF_ALWAYS_32_BIT, or ETCF_OPTIMIZED_FOR_QUALITY,
|
||||
at the same time.
|
||||
Not all texture formats are affected (usually those up to ECF_A8R8G8B8). */
|
||||
ETCF_OPTIMIZED_FOR_SPEED = 0x00000008,
|
||||
|
||||
/** Creates textures with mipmap levels.
|
||||
If disabled textures can not have mipmaps.
|
||||
Default is true. */
|
||||
ETCF_CREATE_MIP_MAPS = 0x00000010,
|
||||
|
||||
/** Discard any alpha layer and use non-alpha color format.
|
||||
Warning: This may lead to getting 24-bit texture formats which
|
||||
are often badly supported by drivers. So it's generally
|
||||
not recommended to enable this flag. */
|
||||
ETCF_NO_ALPHA_CHANNEL = 0x00000020,
|
||||
|
||||
//! Allow the Driver to use Non-Power-2-Textures
|
||||
/** BurningVideo can handle Non-Power-2 Textures in 2D (GUI), but not in 3D. */
|
||||
ETCF_ALLOW_NON_POWER_2 = 0x00000040,
|
||||
|
||||
//! Allow the driver to keep a copy of the texture in memory
|
||||
/** Enabling this makes calls to ITexture::lock a lot faster, but costs main memory.
|
||||
Currently only used in combination with OpenGL drivers.
|
||||
NOTE: Disabling this does not yet work correctly with alpha-textures.
|
||||
So the default is on for now (but might change with Irrlicht 1.9 if we get the alpha-troubles fixed).
|
||||
*/
|
||||
ETCF_ALLOW_MEMORY_COPY = 0x00000080,
|
||||
|
||||
//! Enable automatic updating mip maps when the base texture changes.
|
||||
/** Default is true.
|
||||
This flag is only used when ETCF_CREATE_MIP_MAPS is also enabled and if the driver supports it.
|
||||
Please note:
|
||||
- On D3D (and maybe older OGL?) you can no longer manually set mipmap data when enabled
|
||||
(for example mips from image loading will be ignored).
|
||||
- On D3D (and maybe older OGL?) texture locking for mipmap levels usually won't work anymore.
|
||||
- On new OGL this flag is ignored.
|
||||
- When disabled you do _not_ get hardware mipmaps on D3D, so mipmap generation can be slower.
|
||||
- When disabled you can still update your mipmaps when the texture changed by manually calling regenerateMipMapLevels.
|
||||
- You can still call regenerateMipMapLevels when this flag is enabled (it will be a hint on d3d to update mips immediately)
|
||||
*/
|
||||
ETCF_AUTO_GENERATE_MIP_MAPS = 0x00000100,
|
||||
|
||||
/** This flag is never used, it only forces the compiler to compile
|
||||
these enumeration values to 32 bit. */
|
||||
ETCF_FORCE_32_BIT_DO_NOT_USE = 0x7fffffff
|
||||
};
|
||||
|
||||
//! Enum for the mode for texture locking. Read-Only, write-only or read/write.
|
||||
enum E_TEXTURE_LOCK_MODE
|
||||
{
|
||||
//! The default mode. Texture can be read and written to.
|
||||
ETLM_READ_WRITE = 0,
|
||||
|
||||
//! Read only. The texture is downloaded, but not uploaded again.
|
||||
/** Often used to read back shader generated textures. */
|
||||
ETLM_READ_ONLY,
|
||||
|
||||
//! Write only. The texture is not downloaded and might be uninitialized.
|
||||
/** The updated texture is uploaded to the GPU.
|
||||
Used for initializing the shader from the CPU. */
|
||||
ETLM_WRITE_ONLY
|
||||
};
|
||||
|
||||
//! Additional bitflags for ITexture::lock() call
|
||||
enum E_TEXTURE_LOCK_FLAGS
|
||||
{
|
||||
ETLF_NONE = 0,
|
||||
|
||||
//! Flip left-bottom origin rendertarget textures upside-down
|
||||
/** Irrlicht usually has all textures with left-top as origin.
|
||||
And for drivers with a left-bottom origin coordinate system (OpenGL)
|
||||
Irrlicht modifies the texture-matrix in the fixed function pipeline to make
|
||||
the textures show up correctly (shader coders have to handle upside down
|
||||
textures themselves).
|
||||
But rendertarget textures (RTT's) are written by drivers the way the
|
||||
coordinate system of that driver works. So on OpenGL images tend to look
|
||||
upside down (aka Y coordinate going up) on lock() when this flag isn't set.
|
||||
When the flag is set it will flip such textures on lock() to make them look
|
||||
like non-rtt textures (origin left-top). Note that this also means the texture
|
||||
will be uploaded flipped on unlock. So mostly you want to have this flag set
|
||||
when you want to look at the texture or save it, but unset if you want to
|
||||
upload it again to the card.
|
||||
If you disable this flag you get the memory just as it is on the graphic card.
|
||||
For backward compatibility reasons this flag is enabled by default. */
|
||||
ETLF_FLIP_Y_UP_RTT = 1
|
||||
};
|
||||
|
||||
//! Where did the last IVideoDriver::getTexture call find this texture
|
||||
enum E_TEXTURE_SOURCE
|
||||
{
|
||||
//! IVideoDriver::getTexture was never called (texture created otherwise)
|
||||
ETS_UNKNOWN,
|
||||
|
||||
//! Texture has been found in cache
|
||||
ETS_FROM_CACHE,
|
||||
|
||||
//! Texture had to be loaded
|
||||
ETS_FROM_FILE
|
||||
};
|
||||
|
||||
//! Enumeration describing the type of ITexture.
|
||||
enum E_TEXTURE_TYPE
|
||||
{
|
||||
//! 2D texture.
|
||||
ETT_2D,
|
||||
|
||||
//! Cubemap texture.
|
||||
ETT_CUBEMAP
|
||||
};
|
||||
|
||||
//! Interface of a Video Driver dependent Texture.
|
||||
/** An ITexture is created by an IVideoDriver by using IVideoDriver::addTexture
|
||||
or IVideoDriver::getTexture. After that, the texture may only be used by this
|
||||
VideoDriver. As you can imagine, textures of the DirectX and the OpenGL device
|
||||
will, e.g., not be compatible. An exception is the Software device and the
|
||||
NULL device, their textures are compatible. If you try to use a texture
|
||||
created by one device with an other device, the device will refuse to do that
|
||||
and write a warning or an error message to the output buffer.
|
||||
*/
|
||||
class ITexture : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
ITexture(const io::path& name, E_TEXTURE_TYPE type) : NamedPath(name), DriverType(EDT_NULL), OriginalColorFormat(ECF_UNKNOWN),
|
||||
ColorFormat(ECF_UNKNOWN), Pitch(0), HasMipMaps(false), IsRenderTarget(false), Source(ETS_UNKNOWN), Type(type)
|
||||
{
|
||||
}
|
||||
|
||||
//! Lock function.
|
||||
/** Locks the Texture and returns a pointer to access the
|
||||
pixels. After lock() has been called and all operations on the pixels
|
||||
are done, you must call unlock().
|
||||
Locks are not accumulating, hence one unlock will do for an arbitrary
|
||||
number of previous locks. You should avoid locking different levels without
|
||||
unlocking in between, though, because only the last level locked will be
|
||||
unlocked.
|
||||
The size of the i-th mipmap level is defined as max(getSize().Width>>i,1)
|
||||
and max(getSize().Height>>i,1)
|
||||
\param mode Specifies what kind of changes to the locked texture are
|
||||
allowed. Unspecified behavior will arise if texture is written in read
|
||||
only mode or read from in write only mode.
|
||||
Support for this feature depends on the driver, so don't rely on the
|
||||
texture being write-protected when locking with read-only, etc.
|
||||
\param mipmapLevel NOTE: Currently broken, sorry, we try if we can repair it for 1.9 release.
|
||||
Number of the mipmapLevel to lock. 0 is main texture.
|
||||
Non-existing levels will silently fail and return 0.
|
||||
\param layer It determines which cubemap face or texture array layer should be locked.
|
||||
\param lockFlags See E_TEXTURE_LOCK_FLAGS documentation.
|
||||
\return Returns a pointer to the pixel data. The format of the pixel can
|
||||
be determined by using getColorFormat(). 0 is returned, if
|
||||
the texture cannot be locked. */
|
||||
virtual void* lock(E_TEXTURE_LOCK_MODE mode = ETLM_READ_WRITE, u32 mipmapLevel=0, u32 layer = 0, E_TEXTURE_LOCK_FLAGS lockFlags = ETLF_FLIP_Y_UP_RTT) = 0;
|
||||
|
||||
//! Unlock function. Must be called after a lock() to the texture.
|
||||
/** One should avoid to call unlock more than once before another lock.
|
||||
The last locked mip level will be unlocked.
|
||||
You may want to call regenerateMipMapLevels() after this when you changed any data. */
|
||||
virtual void unlock() = 0;
|
||||
|
||||
//! Regenerates the mip map levels of the texture.
|
||||
/** Required after modifying the texture, usually after calling unlock().
|
||||
\param data Optional parameter to pass in image data which will be
|
||||
used instead of the previously stored or automatically generated mipmap
|
||||
data. The data has to be a continuous pixel data for all mipmaps until
|
||||
1x1 pixel. Each mipmap has to be half the width and height of the previous
|
||||
level. At least one pixel will be always kept.
|
||||
\param layer It informs a texture about which cubemap or texture array layer
|
||||
needs mipmap regeneration. */
|
||||
virtual void regenerateMipMapLevels(void* data = 0, u32 layer = 0) = 0;
|
||||
|
||||
//! Get original size of the texture.
|
||||
/** The texture is usually scaled, if it was created with an unoptimal
|
||||
size. For example if the size was not a power of two. This method
|
||||
returns the size of the texture it had before it was scaled. Can be
|
||||
useful when drawing 2d images on the screen, which should have the
|
||||
exact size of the original texture. Use ITexture::getSize() if you want
|
||||
to know the real size it has now stored in the system.
|
||||
\return The original size of the texture. */
|
||||
const core::dimension2d<u32>& getOriginalSize() const { return OriginalSize; };
|
||||
|
||||
//! Get dimension (=size) of the texture.
|
||||
/** \return The size of the texture. */
|
||||
const core::dimension2d<u32>& getSize() const { return Size; };
|
||||
|
||||
//! Get driver type of texture.
|
||||
/** This is the driver, which created the texture. This method is used
|
||||
internally by the video devices, to check, if they may use a texture
|
||||
because textures may be incompatible between different devices.
|
||||
\return Driver type of texture. */
|
||||
E_DRIVER_TYPE getDriverType() const { return DriverType; };
|
||||
|
||||
//! Get the color format of texture.
|
||||
/** \return The color format of texture. */
|
||||
ECOLOR_FORMAT getColorFormat() const { return ColorFormat; };
|
||||
|
||||
//! Get the original color format
|
||||
/** When create textures from image data we will often use different color formats.
|
||||
For example depending on driver TextureCreationFlag's.
|
||||
This can give you the original format which the image used to create the texture had */
|
||||
ECOLOR_FORMAT getOriginalColorFormat() const { return OriginalColorFormat; };
|
||||
|
||||
//! Get pitch of the main texture (in bytes).
|
||||
/** The pitch is the amount of bytes used for a row of pixels in a
|
||||
texture.
|
||||
\return Pitch of texture in bytes. */
|
||||
u32 getPitch() const { return Pitch; };
|
||||
|
||||
//! Check whether the texture has MipMaps
|
||||
/** \return True if texture has MipMaps, else false. */
|
||||
bool hasMipMaps() const { return HasMipMaps; }
|
||||
|
||||
//! Check whether the texture is a render target
|
||||
/** Render targets can be set as such in the video driver, in order to
|
||||
render a scene into the texture. Once unbound as render target, they can
|
||||
be used just as usual textures again.
|
||||
\return True if this is a render target, otherwise false. */
|
||||
bool isRenderTarget() const { return IsRenderTarget; }
|
||||
|
||||
//! Get name of texture (in most cases this is the filename)
|
||||
const io::SNamedPath& getName() const { return NamedPath; }
|
||||
|
||||
//! Check where the last IVideoDriver::getTexture found this texture
|
||||
E_TEXTURE_SOURCE getSource() const { return Source; }
|
||||
|
||||
//! Used internally by the engine to update Source status on IVideoDriver::getTexture calls.
|
||||
void updateSource(E_TEXTURE_SOURCE source) { Source = source; }
|
||||
|
||||
//! Returns if the texture has an alpha channel
|
||||
bool hasAlpha() const
|
||||
{
|
||||
bool status = false;
|
||||
|
||||
switch (ColorFormat)
|
||||
{
|
||||
case ECF_A8R8G8B8:
|
||||
case ECF_A1R5G5B5:
|
||||
case ECF_DXT1:
|
||||
case ECF_DXT2:
|
||||
case ECF_DXT3:
|
||||
case ECF_DXT4:
|
||||
case ECF_DXT5:
|
||||
case ECF_A16B16G16R16F:
|
||||
case ECF_A32B32G32R32F:
|
||||
status = true;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return status;
|
||||
}
|
||||
|
||||
//! Returns the type of texture
|
||||
E_TEXTURE_TYPE getType() const { return Type; }
|
||||
|
||||
protected:
|
||||
|
||||
//! Helper function, helps to get the desired texture creation format from the flags.
|
||||
/** \return Either ETCF_ALWAYS_32_BIT, ETCF_ALWAYS_16_BIT,
|
||||
ETCF_OPTIMIZED_FOR_QUALITY, or ETCF_OPTIMIZED_FOR_SPEED. */
|
||||
inline E_TEXTURE_CREATION_FLAG getTextureFormatFromFlags(u32 flags)
|
||||
{
|
||||
if (flags & ETCF_OPTIMIZED_FOR_SPEED)
|
||||
return ETCF_OPTIMIZED_FOR_SPEED;
|
||||
if (flags & ETCF_ALWAYS_16_BIT)
|
||||
return ETCF_ALWAYS_16_BIT;
|
||||
if (flags & ETCF_ALWAYS_32_BIT)
|
||||
return ETCF_ALWAYS_32_BIT;
|
||||
if (flags & ETCF_OPTIMIZED_FOR_QUALITY)
|
||||
return ETCF_OPTIMIZED_FOR_QUALITY;
|
||||
return ETCF_OPTIMIZED_FOR_SPEED;
|
||||
}
|
||||
|
||||
io::SNamedPath NamedPath;
|
||||
core::dimension2d<u32> OriginalSize;
|
||||
core::dimension2d<u32> Size;
|
||||
E_DRIVER_TYPE DriverType;
|
||||
ECOLOR_FORMAT OriginalColorFormat;
|
||||
ECOLOR_FORMAT ColorFormat;
|
||||
u32 Pitch;
|
||||
bool HasMipMaps;
|
||||
bool IsRenderTarget;
|
||||
E_TEXTURE_SOURCE Source;
|
||||
E_TEXTURE_TYPE Type;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_TEXTURE_H_INCLUDED__
|
||||
#define __I_TEXTURE_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "IImage.h"
|
||||
#include "dimension2d.h"
|
||||
#include "EDriverTypes.h"
|
||||
#include "path.h"
|
||||
#include "matrix4.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
|
||||
//! Enumeration flags used to tell the video driver with setTextureCreationFlag in which format textures should be created.
|
||||
enum E_TEXTURE_CREATION_FLAG
|
||||
{
|
||||
/** Forces the driver to create 16 bit textures always, independent of
|
||||
which format the file on disk has. When choosing this you may lose
|
||||
some color detail, but gain much speed and memory. 16 bit textures can
|
||||
be transferred twice as fast as 32 bit textures and only use half of
|
||||
the space in memory.
|
||||
When using this flag, it does not make sense to use the flags
|
||||
ETCF_ALWAYS_32_BIT, ETCF_OPTIMIZED_FOR_QUALITY, or
|
||||
ETCF_OPTIMIZED_FOR_SPEED at the same time.
|
||||
Not all texture formats are affected (usually those up to ECF_A8R8G8B8). */
|
||||
ETCF_ALWAYS_16_BIT = 0x00000001,
|
||||
|
||||
/** Forces the driver to create 32 bit textures always, independent of
|
||||
which format the file on disk has. Please note that some drivers (like
|
||||
the software device) will ignore this, because they are only able to
|
||||
create and use 16 bit textures.
|
||||
Default is true.
|
||||
When using this flag, it does not make sense to use the flags
|
||||
ETCF_ALWAYS_16_BIT, ETCF_OPTIMIZED_FOR_QUALITY, or
|
||||
ETCF_OPTIMIZED_FOR_SPEED at the same time.
|
||||
Not all texture formats are affected (usually those up to ECF_A8R8G8B8). */
|
||||
ETCF_ALWAYS_32_BIT = 0x00000002,
|
||||
|
||||
/** Lets the driver decide in which format the textures are created and
|
||||
tries to make the textures look as good as possible. Usually it simply
|
||||
chooses the format in which the texture was stored on disk.
|
||||
When using this flag, it does not make sense to use the flags
|
||||
ETCF_ALWAYS_16_BIT, ETCF_ALWAYS_32_BIT, or ETCF_OPTIMIZED_FOR_SPEED at
|
||||
the same time.
|
||||
Not all texture formats are affected (usually those up to ECF_A8R8G8B8). */
|
||||
ETCF_OPTIMIZED_FOR_QUALITY = 0x00000004,
|
||||
|
||||
/** Lets the driver decide in which format the textures are created and
|
||||
tries to create them maximizing render speed.
|
||||
When using this flag, it does not make sense to use the flags
|
||||
ETCF_ALWAYS_16_BIT, ETCF_ALWAYS_32_BIT, or ETCF_OPTIMIZED_FOR_QUALITY,
|
||||
at the same time.
|
||||
Not all texture formats are affected (usually those up to ECF_A8R8G8B8). */
|
||||
ETCF_OPTIMIZED_FOR_SPEED = 0x00000008,
|
||||
|
||||
/** Creates textures with mipmap levels.
|
||||
If disabled textures can not have mipmaps.
|
||||
Default is true. */
|
||||
ETCF_CREATE_MIP_MAPS = 0x00000010,
|
||||
|
||||
/** Discard any alpha layer and use non-alpha color format.
|
||||
Warning: This may lead to getting 24-bit texture formats which
|
||||
are often badly supported by drivers. So it's generally
|
||||
not recommended to enable this flag. */
|
||||
ETCF_NO_ALPHA_CHANNEL = 0x00000020,
|
||||
|
||||
//! Allow the Driver to use Non-Power-2-Textures
|
||||
/** BurningVideo can handle Non-Power-2 Textures in 2D (GUI), but not in 3D. */
|
||||
ETCF_ALLOW_NON_POWER_2 = 0x00000040,
|
||||
|
||||
//! Allow the driver to keep a copy of the texture in memory
|
||||
/** Enabling this makes calls to ITexture::lock a lot faster, but costs main memory.
|
||||
Currently only used in combination with OpenGL drivers.
|
||||
NOTE: Disabling this does not yet work correctly with alpha-textures.
|
||||
So the default is on for now (but might change with Irrlicht 1.9 if we get the alpha-troubles fixed).
|
||||
*/
|
||||
ETCF_ALLOW_MEMORY_COPY = 0x00000080,
|
||||
|
||||
//! Enable automatic updating mip maps when the base texture changes.
|
||||
/** Default is true.
|
||||
This flag is only used when ETCF_CREATE_MIP_MAPS is also enabled and if the driver supports it.
|
||||
Please note:
|
||||
- On D3D (and maybe older OGL?) you can no longer manually set mipmap data when enabled
|
||||
(for example mips from image loading will be ignored).
|
||||
- On D3D (and maybe older OGL?) texture locking for mipmap levels usually won't work anymore.
|
||||
- On new OGL this flag is ignored.
|
||||
- When disabled you do _not_ get hardware mipmaps on D3D, so mipmap generation can be slower.
|
||||
- When disabled you can still update your mipmaps when the texture changed by manually calling regenerateMipMapLevels.
|
||||
- You can still call regenerateMipMapLevels when this flag is enabled (it will be a hint on d3d to update mips immediately)
|
||||
*/
|
||||
ETCF_AUTO_GENERATE_MIP_MAPS = 0x00000100,
|
||||
|
||||
/** This flag is never used, it only forces the compiler to compile
|
||||
these enumeration values to 32 bit. */
|
||||
ETCF_FORCE_32_BIT_DO_NOT_USE = 0x7fffffff
|
||||
};
|
||||
|
||||
//! Enum for the mode for texture locking. Read-Only, write-only or read/write.
|
||||
enum E_TEXTURE_LOCK_MODE
|
||||
{
|
||||
//! The default mode. Texture can be read and written to.
|
||||
ETLM_READ_WRITE = 0,
|
||||
|
||||
//! Read only. The texture is downloaded, but not uploaded again.
|
||||
/** Often used to read back shader generated textures. */
|
||||
ETLM_READ_ONLY,
|
||||
|
||||
//! Write only. The texture is not downloaded and might be uninitialized.
|
||||
/** The updated texture is uploaded to the GPU.
|
||||
Used for initializing the shader from the CPU. */
|
||||
ETLM_WRITE_ONLY
|
||||
};
|
||||
|
||||
//! Additional bitflags for ITexture::lock() call
|
||||
enum E_TEXTURE_LOCK_FLAGS
|
||||
{
|
||||
ETLF_NONE = 0,
|
||||
|
||||
//! Flip left-bottom origin rendertarget textures upside-down
|
||||
/** Irrlicht usually has all textures with left-top as origin.
|
||||
And for drivers with a left-bottom origin coordinate system (OpenGL)
|
||||
Irrlicht modifies the texture-matrix in the fixed function pipeline to make
|
||||
the textures show up correctly (shader coders have to handle upside down
|
||||
textures themselves).
|
||||
But rendertarget textures (RTT's) are written by drivers the way the
|
||||
coordinate system of that driver works. So on OpenGL images tend to look
|
||||
upside down (aka Y coordinate going up) on lock() when this flag isn't set.
|
||||
When the flag is set it will flip such textures on lock() to make them look
|
||||
like non-rtt textures (origin left-top). Note that this also means the texture
|
||||
will be uploaded flipped on unlock. So mostly you want to have this flag set
|
||||
when you want to look at the texture or save it, but unset if you want to
|
||||
upload it again to the card.
|
||||
If you disable this flag you get the memory just as it is on the graphic card.
|
||||
For backward compatibility reasons this flag is enabled by default. */
|
||||
ETLF_FLIP_Y_UP_RTT = 1
|
||||
};
|
||||
|
||||
//! Where did the last IVideoDriver::getTexture call find this texture
|
||||
enum E_TEXTURE_SOURCE
|
||||
{
|
||||
//! IVideoDriver::getTexture was never called (texture created otherwise)
|
||||
ETS_UNKNOWN,
|
||||
|
||||
//! Texture has been found in cache
|
||||
ETS_FROM_CACHE,
|
||||
|
||||
//! Texture had to be loaded
|
||||
ETS_FROM_FILE
|
||||
};
|
||||
|
||||
//! Enumeration describing the type of ITexture.
|
||||
enum E_TEXTURE_TYPE
|
||||
{
|
||||
//! 2D texture.
|
||||
ETT_2D,
|
||||
|
||||
//! Cubemap texture.
|
||||
ETT_CUBEMAP
|
||||
};
|
||||
|
||||
//! Interface of a Video Driver dependent Texture.
|
||||
/** An ITexture is created by an IVideoDriver by using IVideoDriver::addTexture
|
||||
or IVideoDriver::getTexture. After that, the texture may only be used by this
|
||||
VideoDriver. As you can imagine, textures of the DirectX and the OpenGL device
|
||||
will, e.g., not be compatible. An exception is the Software device and the
|
||||
NULL device, their textures are compatible. If you try to use a texture
|
||||
created by one device with an other device, the device will refuse to do that
|
||||
and write a warning or an error message to the output buffer.
|
||||
*/
|
||||
class ITexture : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! constructor
|
||||
ITexture(const io::path& name, E_TEXTURE_TYPE type) : NamedPath(name), DriverType(EDT_NULL), OriginalColorFormat(ECF_UNKNOWN),
|
||||
ColorFormat(ECF_UNKNOWN), Pitch(0), HasMipMaps(false), IsRenderTarget(false), Source(ETS_UNKNOWN), Type(type)
|
||||
{
|
||||
}
|
||||
|
||||
//! Lock function.
|
||||
/** Locks the Texture and returns a pointer to access the
|
||||
pixels. After lock() has been called and all operations on the pixels
|
||||
are done, you must call unlock().
|
||||
Locks are not accumulating, hence one unlock will do for an arbitrary
|
||||
number of previous locks. You should avoid locking different levels without
|
||||
unlocking in between, though, because only the last level locked will be
|
||||
unlocked.
|
||||
The size of the i-th mipmap level is defined as max(getSize().Width>>i,1)
|
||||
and max(getSize().Height>>i,1)
|
||||
\param mode Specifies what kind of changes to the locked texture are
|
||||
allowed. Unspecified behavior will arise if texture is written in read
|
||||
only mode or read from in write only mode.
|
||||
Support for this feature depends on the driver, so don't rely on the
|
||||
texture being write-protected when locking with read-only, etc.
|
||||
\param mipmapLevel NOTE: Currently broken, sorry, we try if we can repair it for 1.9 release.
|
||||
Number of the mipmapLevel to lock. 0 is main texture.
|
||||
Non-existing levels will silently fail and return 0.
|
||||
\param layer It determines which cubemap face or texture array layer should be locked.
|
||||
\param lockFlags See E_TEXTURE_LOCK_FLAGS documentation.
|
||||
\return Returns a pointer to the pixel data. The format of the pixel can
|
||||
be determined by using getColorFormat(). 0 is returned, if
|
||||
the texture cannot be locked. */
|
||||
virtual void* lock(E_TEXTURE_LOCK_MODE mode = ETLM_READ_WRITE, u32 mipmapLevel=0, u32 layer = 0, E_TEXTURE_LOCK_FLAGS lockFlags = ETLF_FLIP_Y_UP_RTT) = 0;
|
||||
|
||||
//! Unlock function. Must be called after a lock() to the texture.
|
||||
/** One should avoid to call unlock more than once before another lock.
|
||||
The last locked mip level will be unlocked.
|
||||
You may want to call regenerateMipMapLevels() after this when you changed any data. */
|
||||
virtual void unlock() = 0;
|
||||
|
||||
//! Regenerates the mip map levels of the texture.
|
||||
/** Required after modifying the texture, usually after calling unlock().
|
||||
\param data Optional parameter to pass in image data which will be
|
||||
used instead of the previously stored or automatically generated mipmap
|
||||
data. The data has to be a continuous pixel data for all mipmaps until
|
||||
1x1 pixel. Each mipmap has to be half the width and height of the previous
|
||||
level. At least one pixel will be always kept.
|
||||
\param layer It informs a texture about which cubemap or texture array layer
|
||||
needs mipmap regeneration. */
|
||||
virtual void regenerateMipMapLevels(void* data = 0, u32 layer = 0) = 0;
|
||||
|
||||
//! Get original size of the texture.
|
||||
/** The texture is usually scaled, if it was created with an unoptimal
|
||||
size. For example if the size was not a power of two. This method
|
||||
returns the size of the texture it had before it was scaled. Can be
|
||||
useful when drawing 2d images on the screen, which should have the
|
||||
exact size of the original texture. Use ITexture::getSize() if you want
|
||||
to know the real size it has now stored in the system.
|
||||
\return The original size of the texture. */
|
||||
const core::dimension2d<u32>& getOriginalSize() const { return OriginalSize; };
|
||||
|
||||
//! Get dimension (=size) of the texture.
|
||||
/** \return The size of the texture. */
|
||||
const core::dimension2d<u32>& getSize() const { return Size; };
|
||||
|
||||
//! Get driver type of texture.
|
||||
/** This is the driver, which created the texture. This method is used
|
||||
internally by the video devices, to check, if they may use a texture
|
||||
because textures may be incompatible between different devices.
|
||||
\return Driver type of texture. */
|
||||
E_DRIVER_TYPE getDriverType() const { return DriverType; };
|
||||
|
||||
//! Get the color format of texture.
|
||||
/** \return The color format of texture. */
|
||||
ECOLOR_FORMAT getColorFormat() const { return ColorFormat; };
|
||||
|
||||
//! Get the original color format
|
||||
/** When create textures from image data we will often use different color formats.
|
||||
For example depending on driver TextureCreationFlag's.
|
||||
This can give you the original format which the image used to create the texture had */
|
||||
ECOLOR_FORMAT getOriginalColorFormat() const { return OriginalColorFormat; };
|
||||
|
||||
//! Get pitch of the main texture (in bytes).
|
||||
/** The pitch is the amount of bytes used for a row of pixels in a
|
||||
texture.
|
||||
\return Pitch of texture in bytes. */
|
||||
u32 getPitch() const { return Pitch; };
|
||||
|
||||
//! Check whether the texture has MipMaps
|
||||
/** \return True if texture has MipMaps, else false. */
|
||||
bool hasMipMaps() const { return HasMipMaps; }
|
||||
|
||||
//! Check whether the texture is a render target
|
||||
/** Render targets can be set as such in the video driver, in order to
|
||||
render a scene into the texture. Once unbound as render target, they can
|
||||
be used just as usual textures again.
|
||||
\return True if this is a render target, otherwise false. */
|
||||
bool isRenderTarget() const { return IsRenderTarget; }
|
||||
|
||||
//! Get name of texture (in most cases this is the filename)
|
||||
const io::SNamedPath& getName() const { return NamedPath; }
|
||||
|
||||
//! Check where the last IVideoDriver::getTexture found this texture
|
||||
E_TEXTURE_SOURCE getSource() const { return Source; }
|
||||
|
||||
//! Used internally by the engine to update Source status on IVideoDriver::getTexture calls.
|
||||
void updateSource(E_TEXTURE_SOURCE source) { Source = source; }
|
||||
|
||||
//! Returns if the texture has an alpha channel
|
||||
bool hasAlpha() const
|
||||
{
|
||||
bool status = false;
|
||||
|
||||
switch (ColorFormat)
|
||||
{
|
||||
case ECF_A8R8G8B8:
|
||||
case ECF_A1R5G5B5:
|
||||
case ECF_DXT1:
|
||||
case ECF_DXT2:
|
||||
case ECF_DXT3:
|
||||
case ECF_DXT4:
|
||||
case ECF_DXT5:
|
||||
case ECF_A16B16G16R16F:
|
||||
case ECF_A32B32G32R32F:
|
||||
status = true;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return status;
|
||||
}
|
||||
|
||||
//! Returns the type of texture
|
||||
E_TEXTURE_TYPE getType() const { return Type; }
|
||||
|
||||
protected:
|
||||
|
||||
//! Helper function, helps to get the desired texture creation format from the flags.
|
||||
/** \return Either ETCF_ALWAYS_32_BIT, ETCF_ALWAYS_16_BIT,
|
||||
ETCF_OPTIMIZED_FOR_QUALITY, or ETCF_OPTIMIZED_FOR_SPEED. */
|
||||
inline E_TEXTURE_CREATION_FLAG getTextureFormatFromFlags(u32 flags)
|
||||
{
|
||||
if (flags & ETCF_OPTIMIZED_FOR_SPEED)
|
||||
return ETCF_OPTIMIZED_FOR_SPEED;
|
||||
if (flags & ETCF_ALWAYS_16_BIT)
|
||||
return ETCF_ALWAYS_16_BIT;
|
||||
if (flags & ETCF_ALWAYS_32_BIT)
|
||||
return ETCF_ALWAYS_32_BIT;
|
||||
if (flags & ETCF_OPTIMIZED_FOR_QUALITY)
|
||||
return ETCF_OPTIMIZED_FOR_QUALITY;
|
||||
return ETCF_OPTIMIZED_FOR_SPEED;
|
||||
}
|
||||
|
||||
io::SNamedPath NamedPath;
|
||||
core::dimension2d<u32> OriginalSize;
|
||||
core::dimension2d<u32> Size;
|
||||
E_DRIVER_TYPE DriverType;
|
||||
ECOLOR_FORMAT OriginalColorFormat;
|
||||
ECOLOR_FORMAT ColorFormat;
|
||||
u32 Pitch;
|
||||
bool HasMipMaps;
|
||||
bool IsRenderTarget;
|
||||
E_TEXTURE_SOURCE Source;
|
||||
E_TEXTURE_TYPE Type;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
136
include/ITimer.h
136
include/ITimer.h
@ -1,68 +1,68 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_TIMER_H_INCLUDED__
|
||||
#define __I_TIMER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
//! Interface for getting and manipulating the virtual time
|
||||
class ITimer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Returns current real time in milliseconds of the system.
|
||||
/** This value does not start with 0 when the application starts.
|
||||
For example in one implementation the value returned could be the
|
||||
amount of milliseconds which have elapsed since the system was started.
|
||||
*/
|
||||
virtual u32 getRealTime() const = 0;
|
||||
|
||||
//! Returns current virtual time in milliseconds.
|
||||
/** This value starts with 0 and can be manipulated using setTime(),
|
||||
stopTimer(), startTimer(), etc. This value depends on the set speed of
|
||||
the timer if the timer is stopped, etc. If you need the system time,
|
||||
use getRealTime() */
|
||||
virtual u32 getTime() const = 0;
|
||||
|
||||
//! sets current virtual time
|
||||
virtual void setTime(u32 time) = 0;
|
||||
|
||||
//! Stops the virtual timer.
|
||||
/** The timer is reference counted, which means everything which calls
|
||||
stop() will also have to call start(), otherwise the timer may not
|
||||
start/stop correctly again. */
|
||||
virtual void stop() = 0;
|
||||
|
||||
//! Starts the virtual timer.
|
||||
/** The timer is reference counted, which means everything which calls
|
||||
stop() will also have to call start(), otherwise the timer may not
|
||||
start/stop correctly again. */
|
||||
virtual void start() = 0;
|
||||
|
||||
//! Sets the speed of the timer
|
||||
/** The speed is the factor with which the time is running faster or
|
||||
slower then the real system time. */
|
||||
virtual void setSpeed(f32 speed = 1.0f) = 0;
|
||||
|
||||
//! Returns current speed of the timer
|
||||
/** The speed is the factor with which the time is running faster or
|
||||
slower then the real system time. */
|
||||
virtual f32 getSpeed() const = 0;
|
||||
|
||||
//! Returns if the virtual timer is currently stopped
|
||||
virtual bool isStopped() const = 0;
|
||||
|
||||
//! Advances the virtual time
|
||||
/** Makes the virtual timer update the time value based on the real
|
||||
time. This is called automatically when calling IrrlichtDevice::run(),
|
||||
but you can call it manually if you don't use this method. */
|
||||
virtual void tick() = 0;
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_TIMER_H_INCLUDED__
|
||||
#define __I_TIMER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
//! Interface for getting and manipulating the virtual time
|
||||
class ITimer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Returns current real time in milliseconds of the system.
|
||||
/** This value does not start with 0 when the application starts.
|
||||
For example in one implementation the value returned could be the
|
||||
amount of milliseconds which have elapsed since the system was started.
|
||||
*/
|
||||
virtual u32 getRealTime() const = 0;
|
||||
|
||||
//! Returns current virtual time in milliseconds.
|
||||
/** This value starts with 0 and can be manipulated using setTime(),
|
||||
stopTimer(), startTimer(), etc. This value depends on the set speed of
|
||||
the timer if the timer is stopped, etc. If you need the system time,
|
||||
use getRealTime() */
|
||||
virtual u32 getTime() const = 0;
|
||||
|
||||
//! sets current virtual time
|
||||
virtual void setTime(u32 time) = 0;
|
||||
|
||||
//! Stops the virtual timer.
|
||||
/** The timer is reference counted, which means everything which calls
|
||||
stop() will also have to call start(), otherwise the timer may not
|
||||
start/stop correctly again. */
|
||||
virtual void stop() = 0;
|
||||
|
||||
//! Starts the virtual timer.
|
||||
/** The timer is reference counted, which means everything which calls
|
||||
stop() will also have to call start(), otherwise the timer may not
|
||||
start/stop correctly again. */
|
||||
virtual void start() = 0;
|
||||
|
||||
//! Sets the speed of the timer
|
||||
/** The speed is the factor with which the time is running faster or
|
||||
slower then the real system time. */
|
||||
virtual void setSpeed(f32 speed = 1.0f) = 0;
|
||||
|
||||
//! Returns current speed of the timer
|
||||
/** The speed is the factor with which the time is running faster or
|
||||
slower then the real system time. */
|
||||
virtual f32 getSpeed() const = 0;
|
||||
|
||||
//! Returns if the virtual timer is currently stopped
|
||||
virtual bool isStopped() const = 0;
|
||||
|
||||
//! Advances the virtual time
|
||||
/** Makes the virtual timer update the time value based on the real
|
||||
time. This is called automatically when calling IrrlichtDevice::run(),
|
||||
but you can call it manually if you don't use this method. */
|
||||
virtual void tick() = 0;
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
@ -1,53 +1,53 @@
|
||||
// Copyright (C) 2008-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_VERTEX_BUFFER_H_INCLUDED__
|
||||
#define __I_VERTEX_BUFFER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "irrArray.h"
|
||||
#include "EHardwareBufferFlags.h"
|
||||
#include "S3DVertex.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
class IVertexBuffer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
virtual void* getData() =0;
|
||||
virtual video::E_VERTEX_TYPE getType() const =0;
|
||||
virtual void setType(video::E_VERTEX_TYPE vertexType) =0;
|
||||
virtual u32 stride() const =0;
|
||||
virtual u32 size() const =0;
|
||||
virtual void push_back(const video::S3DVertex &element) =0;
|
||||
virtual video::S3DVertex& operator [](const u32 index) const =0;
|
||||
virtual video::S3DVertex& getLast() =0;
|
||||
virtual void set_used(u32 usedNow) =0;
|
||||
virtual void reallocate(u32 new_size) =0;
|
||||
virtual u32 allocated_size() const =0;
|
||||
virtual video::S3DVertex* pointer() =0;
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const =0;
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) =0;
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
virtual void setDirty() =0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2008-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_VERTEX_BUFFER_H_INCLUDED__
|
||||
#define __I_VERTEX_BUFFER_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "irrArray.h"
|
||||
#include "EHardwareBufferFlags.h"
|
||||
#include "S3DVertex.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
class IVertexBuffer : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
virtual void* getData() =0;
|
||||
virtual video::E_VERTEX_TYPE getType() const =0;
|
||||
virtual void setType(video::E_VERTEX_TYPE vertexType) =0;
|
||||
virtual u32 stride() const =0;
|
||||
virtual u32 size() const =0;
|
||||
virtual void push_back(const video::S3DVertex &element) =0;
|
||||
virtual video::S3DVertex& operator [](const u32 index) const =0;
|
||||
virtual video::S3DVertex& getLast() =0;
|
||||
virtual void set_used(u32 usedNow) =0;
|
||||
virtual void reallocate(u32 new_size) =0;
|
||||
virtual u32 allocated_size() const =0;
|
||||
virtual video::S3DVertex* pointer() =0;
|
||||
|
||||
//! get the current hardware mapping hint
|
||||
virtual E_HARDWARE_MAPPING getHardwareMappingHint() const =0;
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) =0;
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
virtual void setDirty() =0;
|
||||
|
||||
//! Get the currently used ID for identification of changes.
|
||||
/** This shouldn't be used for anything outside the VideoDriver. */
|
||||
virtual u32 getChangedID() const = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,51 +1,51 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_WRITE_FILE_H_INCLUDED__
|
||||
#define __I_WRITE_FILE_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! Interface providing write access to a file.
|
||||
class IWriteFile : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Writes an amount of bytes to the file.
|
||||
/** \param buffer Pointer to buffer of bytes to write.
|
||||
\param sizeToWrite Amount of bytes to write to the file.
|
||||
\return How much bytes were written. */
|
||||
virtual size_t write(const void* buffer, size_t sizeToWrite) = 0;
|
||||
|
||||
//! Changes position in file
|
||||
/** \param finalPos Destination position in the file.
|
||||
\param relativeMovement If set to true, the position in the file is
|
||||
changed relative to current position. Otherwise the position is changed
|
||||
from begin of file.
|
||||
\return True if successful, otherwise false. */
|
||||
virtual bool seek(long finalPos, bool relativeMovement = false) = 0;
|
||||
|
||||
//! Get the current position in the file.
|
||||
/** \return Current position in the file in bytes on success or -1L on failure */
|
||||
virtual long getPos() const = 0;
|
||||
|
||||
//! Get name of file.
|
||||
/** \return File name as zero terminated character string. */
|
||||
virtual const path& getFileName() const = 0;
|
||||
|
||||
//! Flush the content of the buffer in the file
|
||||
/** \return True if successful, otherwise false. */
|
||||
virtual bool flush() = 0;
|
||||
};
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_WRITE_FILE_H_INCLUDED__
|
||||
#define __I_WRITE_FILE_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace io
|
||||
{
|
||||
|
||||
//! Interface providing write access to a file.
|
||||
class IWriteFile : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
//! Writes an amount of bytes to the file.
|
||||
/** \param buffer Pointer to buffer of bytes to write.
|
||||
\param sizeToWrite Amount of bytes to write to the file.
|
||||
\return How much bytes were written. */
|
||||
virtual size_t write(const void* buffer, size_t sizeToWrite) = 0;
|
||||
|
||||
//! Changes position in file
|
||||
/** \param finalPos Destination position in the file.
|
||||
\param relativeMovement If set to true, the position in the file is
|
||||
changed relative to current position. Otherwise the position is changed
|
||||
from begin of file.
|
||||
\return True if successful, otherwise false. */
|
||||
virtual bool seek(long finalPos, bool relativeMovement = false) = 0;
|
||||
|
||||
//! Get the current position in the file.
|
||||
/** \return Current position in the file in bytes on success or -1L on failure */
|
||||
virtual long getPos() const = 0;
|
||||
|
||||
//! Get name of file.
|
||||
/** \return File name as zero terminated character string. */
|
||||
virtual const path& getFileName() const = 0;
|
||||
|
||||
//! Flush the content of the buffer in the file
|
||||
/** \return True if successful, otherwise false. */
|
||||
virtual bool flush() = 0;
|
||||
};
|
||||
|
||||
} // end namespace io
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,33 +1,33 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __IRR_COMPILE_CONFIG_H_INCLUDED__
|
||||
#define __IRR_COMPILE_CONFIG_H_INCLUDED__
|
||||
|
||||
//! Identifies the IrrlichtMt fork customized for the Minetest engine
|
||||
#define IRRLICHT_VERSION_MT_REVISION 12
|
||||
#define IRRLICHT_VERSION_MT "mt12"
|
||||
|
||||
//! Irrlicht SDK Version
|
||||
#define IRRLICHT_VERSION_MAJOR 1
|
||||
#define IRRLICHT_VERSION_MINOR 9
|
||||
#define IRRLICHT_VERSION_REVISION 0
|
||||
// This flag will be defined only in SVN, the official release code will have
|
||||
// it undefined
|
||||
#define IRRLICHT_VERSION_SVN alpha
|
||||
#define IRRLICHT_SDK_VERSION "1.9.0" IRRLICHT_VERSION_MT
|
||||
|
||||
#include <stdio.h> // TODO: Although included elsewhere this is required at least for mingw
|
||||
|
||||
#ifdef _WIN32
|
||||
#define IRRCALLCONV __stdcall
|
||||
#else
|
||||
#define IRRCALLCONV
|
||||
#endif
|
||||
|
||||
#ifndef IRRLICHT_API
|
||||
#define IRRLICHT_API
|
||||
#endif
|
||||
|
||||
#endif // __IRR_COMPILE_CONFIG_H_INCLUDED__
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __IRR_COMPILE_CONFIG_H_INCLUDED__
|
||||
#define __IRR_COMPILE_CONFIG_H_INCLUDED__
|
||||
|
||||
//! Identifies the IrrlichtMt fork customized for the Minetest engine
|
||||
#define IRRLICHT_VERSION_MT_REVISION 12
|
||||
#define IRRLICHT_VERSION_MT "mt12"
|
||||
|
||||
//! Irrlicht SDK Version
|
||||
#define IRRLICHT_VERSION_MAJOR 1
|
||||
#define IRRLICHT_VERSION_MINOR 9
|
||||
#define IRRLICHT_VERSION_REVISION 0
|
||||
// This flag will be defined only in SVN, the official release code will have
|
||||
// it undefined
|
||||
#define IRRLICHT_VERSION_SVN alpha
|
||||
#define IRRLICHT_SDK_VERSION "1.9.0" IRRLICHT_VERSION_MT
|
||||
|
||||
#include <stdio.h> // TODO: Although included elsewhere this is required at least for mingw
|
||||
|
||||
#ifdef _WIN32
|
||||
#define IRRCALLCONV __stdcall
|
||||
#else
|
||||
#define IRRCALLCONV
|
||||
#endif
|
||||
|
||||
#ifndef IRRLICHT_API
|
||||
#define IRRLICHT_API
|
||||
#endif
|
||||
|
||||
#endif // __IRR_COMPILE_CONFIG_H_INCLUDED__
|
||||
|
@ -1,331 +1,331 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_IRRLICHT_DEVICE_H_INCLUDED__
|
||||
#define __I_IRRLICHT_DEVICE_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "dimension2d.h"
|
||||
#include "IVideoDriver.h"
|
||||
#include "EDriverTypes.h"
|
||||
#include "EDeviceTypes.h"
|
||||
#include "IEventReceiver.h"
|
||||
#include "ICursorControl.h"
|
||||
#include "ITimer.h"
|
||||
#include "IOSOperator.h"
|
||||
#include "IrrCompileConfig.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
class ILogger;
|
||||
class IEventReceiver;
|
||||
|
||||
namespace io {
|
||||
class IFileSystem;
|
||||
} // end namespace io
|
||||
|
||||
namespace gui {
|
||||
class IGUIEnvironment;
|
||||
} // end namespace gui
|
||||
|
||||
namespace scene {
|
||||
class ISceneManager;
|
||||
} // end namespace scene
|
||||
|
||||
namespace video {
|
||||
class IContextManager;
|
||||
extern "C" IRRLICHT_API bool IRRCALLCONV isDriverSupported(E_DRIVER_TYPE driver);
|
||||
} // end namespace video
|
||||
|
||||
//! The Irrlicht device. You can create it with createDevice() or createDeviceEx().
|
||||
/** This is the most important class of the Irrlicht Engine. You can
|
||||
access everything in the engine if you have a pointer to an instance of
|
||||
this class. There should be only one instance of this class at any
|
||||
time.
|
||||
*/
|
||||
class IrrlichtDevice : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Runs the device.
|
||||
/** Also increments the virtual timer by calling
|
||||
ITimer::tick();. You can prevent this
|
||||
by calling ITimer::stop(); before and ITimer::start() after
|
||||
calling IrrlichtDevice::run(). Returns false if device wants
|
||||
to be deleted. Use it in this way:
|
||||
\code
|
||||
while(device->run())
|
||||
{
|
||||
// draw everything here
|
||||
}
|
||||
\endcode
|
||||
If you want the device to do nothing if the window is inactive
|
||||
(recommended), use the slightly enhanced code shown at isWindowActive().
|
||||
|
||||
Note if you are running Irrlicht inside an external, custom
|
||||
created window: Calling Device->run() will cause Irrlicht to
|
||||
dispatch windows messages internally.
|
||||
If you are running Irrlicht in your own custom window, you can
|
||||
also simply use your own message loop using GetMessage,
|
||||
DispatchMessage and whatever and simply don't use this method.
|
||||
But note that Irrlicht will not be able to fetch user input
|
||||
then. See irr::SIrrlichtCreationParameters::WindowId for more
|
||||
information and example code.
|
||||
*/
|
||||
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 */
|
||||
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.
|
||||
\param pauseTimer: If true, pauses the device timer while sleeping
|
||||
*/
|
||||
virtual void sleep(u32 timeMs, bool pauseTimer=false) = 0;
|
||||
|
||||
//! Provides access to the video driver for drawing 3d and 2d geometry.
|
||||
/** \return Pointer the video driver. */
|
||||
virtual video::IVideoDriver* getVideoDriver() = 0;
|
||||
|
||||
//! Provides access to the virtual file system.
|
||||
/** \return Pointer to the file system. */
|
||||
virtual io::IFileSystem* getFileSystem() = 0;
|
||||
|
||||
//! Provides access to the 2d user interface environment.
|
||||
/** \return Pointer to the gui environment. */
|
||||
virtual gui::IGUIEnvironment* getGUIEnvironment() = 0;
|
||||
|
||||
//! Provides access to the scene manager.
|
||||
/** \return Pointer to the scene manager. */
|
||||
virtual scene::ISceneManager* getSceneManager() = 0;
|
||||
|
||||
//! Provides access to the cursor control.
|
||||
/** \return Pointer to the mouse cursor control interface. */
|
||||
virtual gui::ICursorControl* getCursorControl() = 0;
|
||||
|
||||
//! Provides access to the message logger.
|
||||
/** \return Pointer to the logger. */
|
||||
virtual ILogger* getLogger() = 0;
|
||||
|
||||
//! Get context manager
|
||||
virtual video::IContextManager* getContextManager() = 0;
|
||||
|
||||
//! Provides access to the operation system operator object.
|
||||
/** The OS operator provides methods for
|
||||
getting system specific information and doing system
|
||||
specific operations, such as exchanging data with the clipboard
|
||||
or reading the operation system version.
|
||||
\return Pointer to the OS operator. */
|
||||
virtual IOSOperator* getOSOperator() = 0;
|
||||
|
||||
//! Provides access to the engine's timer.
|
||||
/** The system time can be retrieved by it as
|
||||
well as the virtual time, which also can be manipulated.
|
||||
\return Pointer to the ITimer object. */
|
||||
virtual ITimer* getTimer() = 0;
|
||||
|
||||
//! Sets the caption of the window.
|
||||
/** \param text: New text of the window caption. */
|
||||
virtual void setWindowCaption(const wchar_t* text) = 0;
|
||||
|
||||
//! Sets the window icon.
|
||||
/** \param img The icon texture.
|
||||
\return False if no icon was set. */
|
||||
virtual bool setWindowIcon(const video::IImage *img) = 0;
|
||||
|
||||
//! Returns if the window is active.
|
||||
/** If the window is inactive,
|
||||
nothing needs to be drawn. So if you don't want to draw anything
|
||||
when the window is inactive, create your drawing loop this way:
|
||||
\code
|
||||
while(device->run())
|
||||
{
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
// draw everything here
|
||||
}
|
||||
else
|
||||
device->yield();
|
||||
}
|
||||
\endcode
|
||||
\return True if window is active. */
|
||||
virtual bool isWindowActive() const = 0;
|
||||
|
||||
//! Checks if the Irrlicht window has the input focus
|
||||
/** \return True if window has focus. */
|
||||
virtual bool isWindowFocused() const = 0;
|
||||
|
||||
//! Checks if the Irrlicht window is minimized
|
||||
/** \return True if window is minimized. */
|
||||
virtual bool isWindowMinimized() const = 0;
|
||||
|
||||
//! Checks if the Irrlicht window is maximized
|
||||
//! Only fully works on SDL. Returns false, or the last value set via
|
||||
//! maximizeWindow() and restoreWindow(), on other backends.
|
||||
/** \return True if window is maximized. */
|
||||
virtual bool isWindowMaximized() const = 0;
|
||||
|
||||
//! Checks if the Irrlicht window is running in fullscreen mode
|
||||
/** \return True if window is fullscreen. */
|
||||
virtual bool isFullscreen() const = 0;
|
||||
|
||||
//! Get the current color format of the window
|
||||
/** \return Color format of the window. */
|
||||
virtual video::ECOLOR_FORMAT getColorFormat() const = 0;
|
||||
|
||||
//! Notifies the device that it should close itself.
|
||||
/** IrrlichtDevice::run() will always return false after closeDevice() was called. */
|
||||
virtual void closeDevice() = 0;
|
||||
|
||||
//! Get the version of the engine.
|
||||
/** The returned string
|
||||
will look like this: "1.2.3" or this: "1.2".
|
||||
\return String which contains the version. */
|
||||
virtual const c8* getVersion() const = 0;
|
||||
|
||||
//! Sets a new user event receiver which will receive events from the engine.
|
||||
/** Return true in IEventReceiver::OnEvent to prevent the event from continuing along
|
||||
the chain of event receivers. The path that an event takes through the system depends
|
||||
on its type. See irr::EEVENT_TYPE for details.
|
||||
\param receiver New receiver to be used. */
|
||||
virtual void setEventReceiver(IEventReceiver* receiver) = 0;
|
||||
|
||||
//! Provides access to the current event receiver.
|
||||
/** \return Pointer to the current event receiver. Returns 0 if there is none. */
|
||||
virtual IEventReceiver* getEventReceiver() = 0;
|
||||
|
||||
//! Sends a user created event to the engine.
|
||||
/** Is is usually not necessary to use this. However, if you
|
||||
are using an own input library for example for doing joystick
|
||||
input, you can use this to post key or mouse input events to
|
||||
the engine. Internally, this method only delegates the events
|
||||
further to the scene manager and the GUI environment. */
|
||||
virtual bool postEventFromUser(const SEvent& event) = 0;
|
||||
|
||||
//! Sets the input receiving scene manager.
|
||||
/** If set to null, the main scene manager (returned by
|
||||
GetSceneManager()) will receive the input
|
||||
\param sceneManager New scene manager to be used. */
|
||||
virtual void setInputReceivingSceneManager(scene::ISceneManager* sceneManager) = 0;
|
||||
|
||||
//! Sets if the window should be resizable in windowed mode.
|
||||
/** The default is false. This method only works in windowed
|
||||
mode.
|
||||
\param resize Flag whether the window should be resizable. */
|
||||
virtual void setResizable(bool resize=false) = 0;
|
||||
|
||||
//! Resize the render window.
|
||||
/** This will only work in windowed mode and is not yet supported on all systems.
|
||||
It does set the drawing/clientDC size of the window, the window decorations are added to that.
|
||||
You get the current window size with IVideoDriver::getScreenSize() (might be unified in future)
|
||||
*/
|
||||
virtual void setWindowSize(const irr::core::dimension2d<u32>& size) = 0;
|
||||
|
||||
//! Minimizes the window if possible.
|
||||
virtual void minimizeWindow() =0;
|
||||
|
||||
//! Maximizes the window if possible.
|
||||
virtual void maximizeWindow() =0;
|
||||
|
||||
//! Restore the window to normal size if possible.
|
||||
virtual void restoreWindow() =0;
|
||||
|
||||
//! Get the position of the frame on-screen
|
||||
virtual core::position2di getWindowPosition() = 0;
|
||||
|
||||
//! Activate any joysticks, and generate events for them.
|
||||
/** Irrlicht contains support for joysticks, but does not generate joystick events by default,
|
||||
as this would consume joystick info that 3rd party libraries might rely on. Call this method to
|
||||
activate joystick support in Irrlicht and to receive irr::SJoystickEvent events.
|
||||
\param joystickInfo On return, this will contain an array of each joystick that was found and activated.
|
||||
\return true if joysticks are supported on this device, false if joysticks are not
|
||||
supported or support is compiled out.
|
||||
*/
|
||||
virtual bool activateJoysticks(core::array<SJoystickInfo>& joystickInfo) =0;
|
||||
|
||||
//! Activate accelerometer.
|
||||
virtual bool activateAccelerometer(float updateInterval = 0.016666f) = 0;
|
||||
|
||||
//! Deactivate accelerometer.
|
||||
virtual bool deactivateAccelerometer() = 0;
|
||||
|
||||
//! Is accelerometer active.
|
||||
virtual bool isAccelerometerActive() = 0;
|
||||
|
||||
//! Is accelerometer available.
|
||||
virtual bool isAccelerometerAvailable() = 0;
|
||||
|
||||
//! Activate gyroscope.
|
||||
virtual bool activateGyroscope(float updateInterval = 0.016666f) = 0;
|
||||
|
||||
//! Deactivate gyroscope.
|
||||
virtual bool deactivateGyroscope() = 0;
|
||||
|
||||
//! Is gyroscope active.
|
||||
virtual bool isGyroscopeActive() = 0;
|
||||
|
||||
//! Is gyroscope available.
|
||||
virtual bool isGyroscopeAvailable() = 0;
|
||||
|
||||
//! Activate device motion.
|
||||
virtual bool activateDeviceMotion(float updateInterval = 0.016666f) = 0;
|
||||
|
||||
//! Deactivate device motion.
|
||||
virtual bool deactivateDeviceMotion() = 0;
|
||||
|
||||
//! Is device motion active.
|
||||
virtual bool isDeviceMotionActive() = 0;
|
||||
|
||||
//! Is device motion available.
|
||||
virtual bool isDeviceMotionAvailable() = 0;
|
||||
|
||||
//! Set the maximal elapsed time between 2 clicks to generate doubleclicks for the mouse. It also affects tripleclick behavior.
|
||||
/** When set to 0 no double- and tripleclicks will be generated.
|
||||
\param timeMs maximal time in milliseconds for two consecutive clicks to be recognized as double click
|
||||
*/
|
||||
virtual void setDoubleClickTime(u32 timeMs) =0;
|
||||
|
||||
//! Get the maximal elapsed time between 2 clicks to generate double- and tripleclicks for the mouse.
|
||||
/** When return value is 0 no double- and tripleclicks will be generated.
|
||||
\return maximal time in milliseconds for two consecutive clicks to be recognized as double click
|
||||
*/
|
||||
virtual u32 getDoubleClickTime() const =0;
|
||||
|
||||
//! Remove messages pending in the system message loop
|
||||
/** This function is usually used after messages have been buffered for a longer time, for example
|
||||
when loading a large scene. Clearing the message loop prevents that mouse- or buttonclicks which users
|
||||
have pressed in the meantime will now trigger unexpected actions in the gui. <br>
|
||||
So far the following messages are cleared:<br>
|
||||
Win32: All keyboard and mouse messages<br>
|
||||
Linux: All keyboard and mouse messages<br>
|
||||
All other devices are not yet supported here.<br>
|
||||
The function is still somewhat experimental, as the kind of messages we clear is based on just a few use-cases.
|
||||
If you think further messages should be cleared, or some messages should not be cleared here, then please tell us. */
|
||||
virtual void clearSystemMessages() = 0;
|
||||
|
||||
//! Get the type of the device.
|
||||
/** This allows the user to check which windowing system is currently being
|
||||
used. */
|
||||
virtual E_DEVICE_TYPE getType() const = 0;
|
||||
|
||||
//! Get the display density in dots per inch.
|
||||
//! Returns 0.0f on failure.
|
||||
virtual float getDisplayDensity() const = 0;
|
||||
|
||||
//! Check if a driver type is supported by the engine.
|
||||
/** Even if true is returned the driver may not be available
|
||||
for a configuration requested when creating the device. */
|
||||
static bool isDriverSupported(video::E_DRIVER_TYPE driver)
|
||||
{
|
||||
return video::isDriverSupported(driver);
|
||||
}
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_IRRLICHT_DEVICE_H_INCLUDED__
|
||||
#define __I_IRRLICHT_DEVICE_H_INCLUDED__
|
||||
|
||||
#include "IReferenceCounted.h"
|
||||
#include "dimension2d.h"
|
||||
#include "IVideoDriver.h"
|
||||
#include "EDriverTypes.h"
|
||||
#include "EDeviceTypes.h"
|
||||
#include "IEventReceiver.h"
|
||||
#include "ICursorControl.h"
|
||||
#include "ITimer.h"
|
||||
#include "IOSOperator.h"
|
||||
#include "IrrCompileConfig.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
class ILogger;
|
||||
class IEventReceiver;
|
||||
|
||||
namespace io {
|
||||
class IFileSystem;
|
||||
} // end namespace io
|
||||
|
||||
namespace gui {
|
||||
class IGUIEnvironment;
|
||||
} // end namespace gui
|
||||
|
||||
namespace scene {
|
||||
class ISceneManager;
|
||||
} // end namespace scene
|
||||
|
||||
namespace video {
|
||||
class IContextManager;
|
||||
extern "C" IRRLICHT_API bool IRRCALLCONV isDriverSupported(E_DRIVER_TYPE driver);
|
||||
} // end namespace video
|
||||
|
||||
//! The Irrlicht device. You can create it with createDevice() or createDeviceEx().
|
||||
/** This is the most important class of the Irrlicht Engine. You can
|
||||
access everything in the engine if you have a pointer to an instance of
|
||||
this class. There should be only one instance of this class at any
|
||||
time.
|
||||
*/
|
||||
class IrrlichtDevice : public virtual IReferenceCounted
|
||||
{
|
||||
public:
|
||||
|
||||
//! Runs the device.
|
||||
/** Also increments the virtual timer by calling
|
||||
ITimer::tick();. You can prevent this
|
||||
by calling ITimer::stop(); before and ITimer::start() after
|
||||
calling IrrlichtDevice::run(). Returns false if device wants
|
||||
to be deleted. Use it in this way:
|
||||
\code
|
||||
while(device->run())
|
||||
{
|
||||
// draw everything here
|
||||
}
|
||||
\endcode
|
||||
If you want the device to do nothing if the window is inactive
|
||||
(recommended), use the slightly enhanced code shown at isWindowActive().
|
||||
|
||||
Note if you are running Irrlicht inside an external, custom
|
||||
created window: Calling Device->run() will cause Irrlicht to
|
||||
dispatch windows messages internally.
|
||||
If you are running Irrlicht in your own custom window, you can
|
||||
also simply use your own message loop using GetMessage,
|
||||
DispatchMessage and whatever and simply don't use this method.
|
||||
But note that Irrlicht will not be able to fetch user input
|
||||
then. See irr::SIrrlichtCreationParameters::WindowId for more
|
||||
information and example code.
|
||||
*/
|
||||
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 */
|
||||
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.
|
||||
\param pauseTimer: If true, pauses the device timer while sleeping
|
||||
*/
|
||||
virtual void sleep(u32 timeMs, bool pauseTimer=false) = 0;
|
||||
|
||||
//! Provides access to the video driver for drawing 3d and 2d geometry.
|
||||
/** \return Pointer the video driver. */
|
||||
virtual video::IVideoDriver* getVideoDriver() = 0;
|
||||
|
||||
//! Provides access to the virtual file system.
|
||||
/** \return Pointer to the file system. */
|
||||
virtual io::IFileSystem* getFileSystem() = 0;
|
||||
|
||||
//! Provides access to the 2d user interface environment.
|
||||
/** \return Pointer to the gui environment. */
|
||||
virtual gui::IGUIEnvironment* getGUIEnvironment() = 0;
|
||||
|
||||
//! Provides access to the scene manager.
|
||||
/** \return Pointer to the scene manager. */
|
||||
virtual scene::ISceneManager* getSceneManager() = 0;
|
||||
|
||||
//! Provides access to the cursor control.
|
||||
/** \return Pointer to the mouse cursor control interface. */
|
||||
virtual gui::ICursorControl* getCursorControl() = 0;
|
||||
|
||||
//! Provides access to the message logger.
|
||||
/** \return Pointer to the logger. */
|
||||
virtual ILogger* getLogger() = 0;
|
||||
|
||||
//! Get context manager
|
||||
virtual video::IContextManager* getContextManager() = 0;
|
||||
|
||||
//! Provides access to the operation system operator object.
|
||||
/** The OS operator provides methods for
|
||||
getting system specific information and doing system
|
||||
specific operations, such as exchanging data with the clipboard
|
||||
or reading the operation system version.
|
||||
\return Pointer to the OS operator. */
|
||||
virtual IOSOperator* getOSOperator() = 0;
|
||||
|
||||
//! Provides access to the engine's timer.
|
||||
/** The system time can be retrieved by it as
|
||||
well as the virtual time, which also can be manipulated.
|
||||
\return Pointer to the ITimer object. */
|
||||
virtual ITimer* getTimer() = 0;
|
||||
|
||||
//! Sets the caption of the window.
|
||||
/** \param text: New text of the window caption. */
|
||||
virtual void setWindowCaption(const wchar_t* text) = 0;
|
||||
|
||||
//! Sets the window icon.
|
||||
/** \param img The icon texture.
|
||||
\return False if no icon was set. */
|
||||
virtual bool setWindowIcon(const video::IImage *img) = 0;
|
||||
|
||||
//! Returns if the window is active.
|
||||
/** If the window is inactive,
|
||||
nothing needs to be drawn. So if you don't want to draw anything
|
||||
when the window is inactive, create your drawing loop this way:
|
||||
\code
|
||||
while(device->run())
|
||||
{
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
// draw everything here
|
||||
}
|
||||
else
|
||||
device->yield();
|
||||
}
|
||||
\endcode
|
||||
\return True if window is active. */
|
||||
virtual bool isWindowActive() const = 0;
|
||||
|
||||
//! Checks if the Irrlicht window has the input focus
|
||||
/** \return True if window has focus. */
|
||||
virtual bool isWindowFocused() const = 0;
|
||||
|
||||
//! Checks if the Irrlicht window is minimized
|
||||
/** \return True if window is minimized. */
|
||||
virtual bool isWindowMinimized() const = 0;
|
||||
|
||||
//! Checks if the Irrlicht window is maximized
|
||||
//! Only fully works on SDL. Returns false, or the last value set via
|
||||
//! maximizeWindow() and restoreWindow(), on other backends.
|
||||
/** \return True if window is maximized. */
|
||||
virtual bool isWindowMaximized() const = 0;
|
||||
|
||||
//! Checks if the Irrlicht window is running in fullscreen mode
|
||||
/** \return True if window is fullscreen. */
|
||||
virtual bool isFullscreen() const = 0;
|
||||
|
||||
//! Get the current color format of the window
|
||||
/** \return Color format of the window. */
|
||||
virtual video::ECOLOR_FORMAT getColorFormat() const = 0;
|
||||
|
||||
//! Notifies the device that it should close itself.
|
||||
/** IrrlichtDevice::run() will always return false after closeDevice() was called. */
|
||||
virtual void closeDevice() = 0;
|
||||
|
||||
//! Get the version of the engine.
|
||||
/** The returned string
|
||||
will look like this: "1.2.3" or this: "1.2".
|
||||
\return String which contains the version. */
|
||||
virtual const c8* getVersion() const = 0;
|
||||
|
||||
//! Sets a new user event receiver which will receive events from the engine.
|
||||
/** Return true in IEventReceiver::OnEvent to prevent the event from continuing along
|
||||
the chain of event receivers. The path that an event takes through the system depends
|
||||
on its type. See irr::EEVENT_TYPE for details.
|
||||
\param receiver New receiver to be used. */
|
||||
virtual void setEventReceiver(IEventReceiver* receiver) = 0;
|
||||
|
||||
//! Provides access to the current event receiver.
|
||||
/** \return Pointer to the current event receiver. Returns 0 if there is none. */
|
||||
virtual IEventReceiver* getEventReceiver() = 0;
|
||||
|
||||
//! Sends a user created event to the engine.
|
||||
/** Is is usually not necessary to use this. However, if you
|
||||
are using an own input library for example for doing joystick
|
||||
input, you can use this to post key or mouse input events to
|
||||
the engine. Internally, this method only delegates the events
|
||||
further to the scene manager and the GUI environment. */
|
||||
virtual bool postEventFromUser(const SEvent& event) = 0;
|
||||
|
||||
//! Sets the input receiving scene manager.
|
||||
/** If set to null, the main scene manager (returned by
|
||||
GetSceneManager()) will receive the input
|
||||
\param sceneManager New scene manager to be used. */
|
||||
virtual void setInputReceivingSceneManager(scene::ISceneManager* sceneManager) = 0;
|
||||
|
||||
//! Sets if the window should be resizable in windowed mode.
|
||||
/** The default is false. This method only works in windowed
|
||||
mode.
|
||||
\param resize Flag whether the window should be resizable. */
|
||||
virtual void setResizable(bool resize=false) = 0;
|
||||
|
||||
//! Resize the render window.
|
||||
/** This will only work in windowed mode and is not yet supported on all systems.
|
||||
It does set the drawing/clientDC size of the window, the window decorations are added to that.
|
||||
You get the current window size with IVideoDriver::getScreenSize() (might be unified in future)
|
||||
*/
|
||||
virtual void setWindowSize(const irr::core::dimension2d<u32>& size) = 0;
|
||||
|
||||
//! Minimizes the window if possible.
|
||||
virtual void minimizeWindow() =0;
|
||||
|
||||
//! Maximizes the window if possible.
|
||||
virtual void maximizeWindow() =0;
|
||||
|
||||
//! Restore the window to normal size if possible.
|
||||
virtual void restoreWindow() =0;
|
||||
|
||||
//! Get the position of the frame on-screen
|
||||
virtual core::position2di getWindowPosition() = 0;
|
||||
|
||||
//! Activate any joysticks, and generate events for them.
|
||||
/** Irrlicht contains support for joysticks, but does not generate joystick events by default,
|
||||
as this would consume joystick info that 3rd party libraries might rely on. Call this method to
|
||||
activate joystick support in Irrlicht and to receive irr::SJoystickEvent events.
|
||||
\param joystickInfo On return, this will contain an array of each joystick that was found and activated.
|
||||
\return true if joysticks are supported on this device, false if joysticks are not
|
||||
supported or support is compiled out.
|
||||
*/
|
||||
virtual bool activateJoysticks(core::array<SJoystickInfo>& joystickInfo) =0;
|
||||
|
||||
//! Activate accelerometer.
|
||||
virtual bool activateAccelerometer(float updateInterval = 0.016666f) = 0;
|
||||
|
||||
//! Deactivate accelerometer.
|
||||
virtual bool deactivateAccelerometer() = 0;
|
||||
|
||||
//! Is accelerometer active.
|
||||
virtual bool isAccelerometerActive() = 0;
|
||||
|
||||
//! Is accelerometer available.
|
||||
virtual bool isAccelerometerAvailable() = 0;
|
||||
|
||||
//! Activate gyroscope.
|
||||
virtual bool activateGyroscope(float updateInterval = 0.016666f) = 0;
|
||||
|
||||
//! Deactivate gyroscope.
|
||||
virtual bool deactivateGyroscope() = 0;
|
||||
|
||||
//! Is gyroscope active.
|
||||
virtual bool isGyroscopeActive() = 0;
|
||||
|
||||
//! Is gyroscope available.
|
||||
virtual bool isGyroscopeAvailable() = 0;
|
||||
|
||||
//! Activate device motion.
|
||||
virtual bool activateDeviceMotion(float updateInterval = 0.016666f) = 0;
|
||||
|
||||
//! Deactivate device motion.
|
||||
virtual bool deactivateDeviceMotion() = 0;
|
||||
|
||||
//! Is device motion active.
|
||||
virtual bool isDeviceMotionActive() = 0;
|
||||
|
||||
//! Is device motion available.
|
||||
virtual bool isDeviceMotionAvailable() = 0;
|
||||
|
||||
//! Set the maximal elapsed time between 2 clicks to generate doubleclicks for the mouse. It also affects tripleclick behavior.
|
||||
/** When set to 0 no double- and tripleclicks will be generated.
|
||||
\param timeMs maximal time in milliseconds for two consecutive clicks to be recognized as double click
|
||||
*/
|
||||
virtual void setDoubleClickTime(u32 timeMs) =0;
|
||||
|
||||
//! Get the maximal elapsed time between 2 clicks to generate double- and tripleclicks for the mouse.
|
||||
/** When return value is 0 no double- and tripleclicks will be generated.
|
||||
\return maximal time in milliseconds for two consecutive clicks to be recognized as double click
|
||||
*/
|
||||
virtual u32 getDoubleClickTime() const =0;
|
||||
|
||||
//! Remove messages pending in the system message loop
|
||||
/** This function is usually used after messages have been buffered for a longer time, for example
|
||||
when loading a large scene. Clearing the message loop prevents that mouse- or buttonclicks which users
|
||||
have pressed in the meantime will now trigger unexpected actions in the gui. <br>
|
||||
So far the following messages are cleared:<br>
|
||||
Win32: All keyboard and mouse messages<br>
|
||||
Linux: All keyboard and mouse messages<br>
|
||||
All other devices are not yet supported here.<br>
|
||||
The function is still somewhat experimental, as the kind of messages we clear is based on just a few use-cases.
|
||||
If you think further messages should be cleared, or some messages should not be cleared here, then please tell us. */
|
||||
virtual void clearSystemMessages() = 0;
|
||||
|
||||
//! Get the type of the device.
|
||||
/** This allows the user to check which windowing system is currently being
|
||||
used. */
|
||||
virtual E_DEVICE_TYPE getType() const = 0;
|
||||
|
||||
//! Get the display density in dots per inch.
|
||||
//! Returns 0.0f on failure.
|
||||
virtual float getDisplayDensity() const = 0;
|
||||
|
||||
//! Check if a driver type is supported by the engine.
|
||||
/** Even if true is returned the driver may not be available
|
||||
for a configuration requested when creating the device. */
|
||||
static bool isDriverSupported(video::E_DRIVER_TYPE driver)
|
||||
{
|
||||
return video::isDriverSupported(driver);
|
||||
}
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,189 +1,189 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __IRR_KEY_CODES_H_INCLUDED__
|
||||
#define __IRR_KEY_CODES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
enum EKEY_CODE
|
||||
{
|
||||
KEY_UNKNOWN = 0x0,
|
||||
KEY_LBUTTON = 0x01, // Left mouse button
|
||||
KEY_RBUTTON = 0x02, // Right mouse button
|
||||
KEY_CANCEL = 0x03, // Control-break processing
|
||||
KEY_MBUTTON = 0x04, // Middle mouse button (three-button mouse)
|
||||
KEY_XBUTTON1 = 0x05, // Windows 2000/XP: X1 mouse button
|
||||
KEY_XBUTTON2 = 0x06, // Windows 2000/XP: X2 mouse button
|
||||
KEY_BACK = 0x08, // BACKSPACE key
|
||||
KEY_TAB = 0x09, // TAB key
|
||||
KEY_CLEAR = 0x0C, // CLEAR key
|
||||
KEY_RETURN = 0x0D, // ENTER key
|
||||
KEY_SHIFT = 0x10, // SHIFT key
|
||||
KEY_CONTROL = 0x11, // CTRL key
|
||||
KEY_MENU = 0x12, // ALT key
|
||||
KEY_PAUSE = 0x13, // PAUSE key
|
||||
KEY_CAPITAL = 0x14, // CAPS LOCK key
|
||||
KEY_KANA = 0x15, // IME Kana mode
|
||||
KEY_HANGUEL = 0x15, // IME Hanguel mode (maintained for compatibility use KEY_HANGUL)
|
||||
KEY_HANGUL = 0x15, // IME Hangul mode
|
||||
KEY_JUNJA = 0x17, // IME Junja mode
|
||||
KEY_FINAL = 0x18, // IME final mode
|
||||
KEY_HANJA = 0x19, // IME Hanja mode
|
||||
KEY_KANJI = 0x19, // IME Kanji mode
|
||||
KEY_ESCAPE = 0x1B, // ESC key
|
||||
KEY_CONVERT = 0x1C, // IME convert
|
||||
KEY_NONCONVERT = 0x1D, // IME nonconvert
|
||||
KEY_ACCEPT = 0x1E, // IME accept
|
||||
KEY_MODECHANGE = 0x1F, // IME mode change request
|
||||
KEY_SPACE = 0x20, // SPACEBAR
|
||||
KEY_PRIOR = 0x21, // PAGE UP key
|
||||
KEY_NEXT = 0x22, // PAGE DOWN key
|
||||
KEY_END = 0x23, // END key
|
||||
KEY_HOME = 0x24, // HOME key
|
||||
KEY_LEFT = 0x25, // LEFT ARROW key
|
||||
KEY_UP = 0x26, // UP ARROW key
|
||||
KEY_RIGHT = 0x27, // RIGHT ARROW key
|
||||
KEY_DOWN = 0x28, // DOWN ARROW key
|
||||
KEY_SELECT = 0x29, // SELECT key
|
||||
KEY_PRINT = 0x2A, // PRINT key
|
||||
KEY_EXECUT = 0x2B, // EXECUTE key
|
||||
KEY_SNAPSHOT = 0x2C, // PRINT SCREEN key
|
||||
KEY_INSERT = 0x2D, // INS key
|
||||
KEY_DELETE = 0x2E, // DEL key
|
||||
KEY_HELP = 0x2F, // HELP key
|
||||
KEY_KEY_0 = 0x30, // 0 key
|
||||
KEY_KEY_1 = 0x31, // 1 key
|
||||
KEY_KEY_2 = 0x32, // 2 key
|
||||
KEY_KEY_3 = 0x33, // 3 key
|
||||
KEY_KEY_4 = 0x34, // 4 key
|
||||
KEY_KEY_5 = 0x35, // 5 key
|
||||
KEY_KEY_6 = 0x36, // 6 key
|
||||
KEY_KEY_7 = 0x37, // 7 key
|
||||
KEY_KEY_8 = 0x38, // 8 key
|
||||
KEY_KEY_9 = 0x39, // 9 key
|
||||
KEY_KEY_A = 0x41, // A key
|
||||
KEY_KEY_B = 0x42, // B key
|
||||
KEY_KEY_C = 0x43, // C key
|
||||
KEY_KEY_D = 0x44, // D key
|
||||
KEY_KEY_E = 0x45, // E key
|
||||
KEY_KEY_F = 0x46, // F key
|
||||
KEY_KEY_G = 0x47, // G key
|
||||
KEY_KEY_H = 0x48, // H key
|
||||
KEY_KEY_I = 0x49, // I key
|
||||
KEY_KEY_J = 0x4A, // J key
|
||||
KEY_KEY_K = 0x4B, // K key
|
||||
KEY_KEY_L = 0x4C, // L key
|
||||
KEY_KEY_M = 0x4D, // M key
|
||||
KEY_KEY_N = 0x4E, // N key
|
||||
KEY_KEY_O = 0x4F, // O key
|
||||
KEY_KEY_P = 0x50, // P key
|
||||
KEY_KEY_Q = 0x51, // Q key
|
||||
KEY_KEY_R = 0x52, // R key
|
||||
KEY_KEY_S = 0x53, // S key
|
||||
KEY_KEY_T = 0x54, // T key
|
||||
KEY_KEY_U = 0x55, // U key
|
||||
KEY_KEY_V = 0x56, // V key
|
||||
KEY_KEY_W = 0x57, // W key
|
||||
KEY_KEY_X = 0x58, // X key
|
||||
KEY_KEY_Y = 0x59, // Y key
|
||||
KEY_KEY_Z = 0x5A, // Z key
|
||||
KEY_LWIN = 0x5B, // Left Windows key (MicrosoftŽ NaturalŽ keyboard)
|
||||
KEY_RWIN = 0x5C, // Right Windows key (Natural keyboard)
|
||||
KEY_APPS = 0x5D, // Applications key (Natural keyboard)
|
||||
KEY_SLEEP = 0x5F, // Computer Sleep key
|
||||
KEY_NUMPAD0 = 0x60, // Numeric keypad 0 key
|
||||
KEY_NUMPAD1 = 0x61, // Numeric keypad 1 key
|
||||
KEY_NUMPAD2 = 0x62, // Numeric keypad 2 key
|
||||
KEY_NUMPAD3 = 0x63, // Numeric keypad 3 key
|
||||
KEY_NUMPAD4 = 0x64, // Numeric keypad 4 key
|
||||
KEY_NUMPAD5 = 0x65, // Numeric keypad 5 key
|
||||
KEY_NUMPAD6 = 0x66, // Numeric keypad 6 key
|
||||
KEY_NUMPAD7 = 0x67, // Numeric keypad 7 key
|
||||
KEY_NUMPAD8 = 0x68, // Numeric keypad 8 key
|
||||
KEY_NUMPAD9 = 0x69, // Numeric keypad 9 key
|
||||
KEY_MULTIPLY = 0x6A, // Multiply key
|
||||
KEY_ADD = 0x6B, // Add key
|
||||
KEY_SEPARATOR = 0x6C, // Separator key
|
||||
KEY_SUBTRACT = 0x6D, // Subtract key
|
||||
KEY_DECIMAL = 0x6E, // Decimal key
|
||||
KEY_DIVIDE = 0x6F, // Divide key
|
||||
KEY_F1 = 0x70, // F1 key
|
||||
KEY_F2 = 0x71, // F2 key
|
||||
KEY_F3 = 0x72, // F3 key
|
||||
KEY_F4 = 0x73, // F4 key
|
||||
KEY_F5 = 0x74, // F5 key
|
||||
KEY_F6 = 0x75, // F6 key
|
||||
KEY_F7 = 0x76, // F7 key
|
||||
KEY_F8 = 0x77, // F8 key
|
||||
KEY_F9 = 0x78, // F9 key
|
||||
KEY_F10 = 0x79, // F10 key
|
||||
KEY_F11 = 0x7A, // F11 key
|
||||
KEY_F12 = 0x7B, // F12 key
|
||||
KEY_F13 = 0x7C, // F13 key
|
||||
KEY_F14 = 0x7D, // F14 key
|
||||
KEY_F15 = 0x7E, // F15 key
|
||||
KEY_F16 = 0x7F, // F16 key
|
||||
KEY_F17 = 0x80, // F17 key
|
||||
KEY_F18 = 0x81, // F18 key
|
||||
KEY_F19 = 0x82, // F19 key
|
||||
KEY_F20 = 0x83, // F20 key
|
||||
KEY_F21 = 0x84, // F21 key
|
||||
KEY_F22 = 0x85, // F22 key
|
||||
KEY_F23 = 0x86, // F23 key
|
||||
KEY_F24 = 0x87, // F24 key
|
||||
KEY_NUMLOCK = 0x90, // NUM LOCK key
|
||||
KEY_SCROLL = 0x91, // SCROLL LOCK key
|
||||
KEY_LSHIFT = 0xA0, // Left SHIFT key
|
||||
KEY_RSHIFT = 0xA1, // Right SHIFT key
|
||||
KEY_LCONTROL = 0xA2, // Left CONTROL key
|
||||
KEY_RCONTROL = 0xA3, // Right CONTROL key
|
||||
KEY_LMENU = 0xA4, // Left MENU key
|
||||
KEY_RMENU = 0xA5, // Right MENU key
|
||||
KEY_BROWSER_BACK = 0xA6, // Browser Back key
|
||||
KEY_BROWSER_FORWARD = 0xA7, // Browser Forward key
|
||||
KEY_BROWSER_REFRESH = 0xA8, // Browser Refresh key
|
||||
KEY_BROWSER_STOP = 0xA9, // Browser Stop key
|
||||
KEY_BROWSER_SEARCH = 0xAA, // Browser Search key
|
||||
KEY_BROWSER_FAVORITES =0xAB, // Browser Favorites key
|
||||
KEY_BROWSER_HOME = 0xAC, // Browser Start and Home key
|
||||
KEY_VOLUME_MUTE = 0xAD, // Volume Mute key
|
||||
KEY_VOLUME_DOWN = 0xAE, // Volume Down key
|
||||
KEY_VOLUME_UP = 0xAF, // Volume Up key
|
||||
KEY_MEDIA_NEXT_TRACK = 0xB0, // Next Track key
|
||||
KEY_MEDIA_PREV_TRACK = 0xB1, // Previous Track key
|
||||
KEY_MEDIA_STOP = 0xB2, // Stop Media key
|
||||
KEY_MEDIA_PLAY_PAUSE = 0xB3, // Play/Pause Media key
|
||||
KEY_OEM_1 = 0xBA, // for US ";:"
|
||||
KEY_PLUS = 0xBB, // Plus Key "+"
|
||||
KEY_COMMA = 0xBC, // Comma Key ","
|
||||
KEY_MINUS = 0xBD, // Minus Key "-"
|
||||
KEY_PERIOD = 0xBE, // Period Key "."
|
||||
KEY_OEM_2 = 0xBF, // for US "/?"
|
||||
KEY_OEM_3 = 0xC0, // for US "`~"
|
||||
KEY_OEM_4 = 0xDB, // for US "[{"
|
||||
KEY_OEM_5 = 0xDC, // for US "\|"
|
||||
KEY_OEM_6 = 0xDD, // for US "]}"
|
||||
KEY_OEM_7 = 0xDE, // for US "'""
|
||||
KEY_OEM_8 = 0xDF, // None
|
||||
KEY_OEM_AX = 0xE1, // for Japan "AX"
|
||||
KEY_OEM_102 = 0xE2, // "<>" or "\|"
|
||||
KEY_ATTN = 0xF6, // Attn key
|
||||
KEY_CRSEL = 0xF7, // CrSel key
|
||||
KEY_EXSEL = 0xF8, // ExSel key
|
||||
KEY_EREOF = 0xF9, // Erase EOF key
|
||||
KEY_PLAY = 0xFA, // Play key
|
||||
KEY_ZOOM = 0xFB, // Zoom key
|
||||
KEY_PA1 = 0xFD, // PA1 key
|
||||
KEY_OEM_CLEAR = 0xFE, // Clear key
|
||||
KEY_NONE = 0xFF, // usually no key mapping, but some laptops use it for fn key
|
||||
|
||||
KEY_KEY_CODES_COUNT = 0x100 // this is not a key, but the amount of keycodes there are.
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __IRR_KEY_CODES_H_INCLUDED__
|
||||
#define __IRR_KEY_CODES_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
enum EKEY_CODE
|
||||
{
|
||||
KEY_UNKNOWN = 0x0,
|
||||
KEY_LBUTTON = 0x01, // Left mouse button
|
||||
KEY_RBUTTON = 0x02, // Right mouse button
|
||||
KEY_CANCEL = 0x03, // Control-break processing
|
||||
KEY_MBUTTON = 0x04, // Middle mouse button (three-button mouse)
|
||||
KEY_XBUTTON1 = 0x05, // Windows 2000/XP: X1 mouse button
|
||||
KEY_XBUTTON2 = 0x06, // Windows 2000/XP: X2 mouse button
|
||||
KEY_BACK = 0x08, // BACKSPACE key
|
||||
KEY_TAB = 0x09, // TAB key
|
||||
KEY_CLEAR = 0x0C, // CLEAR key
|
||||
KEY_RETURN = 0x0D, // ENTER key
|
||||
KEY_SHIFT = 0x10, // SHIFT key
|
||||
KEY_CONTROL = 0x11, // CTRL key
|
||||
KEY_MENU = 0x12, // ALT key
|
||||
KEY_PAUSE = 0x13, // PAUSE key
|
||||
KEY_CAPITAL = 0x14, // CAPS LOCK key
|
||||
KEY_KANA = 0x15, // IME Kana mode
|
||||
KEY_HANGUEL = 0x15, // IME Hanguel mode (maintained for compatibility use KEY_HANGUL)
|
||||
KEY_HANGUL = 0x15, // IME Hangul mode
|
||||
KEY_JUNJA = 0x17, // IME Junja mode
|
||||
KEY_FINAL = 0x18, // IME final mode
|
||||
KEY_HANJA = 0x19, // IME Hanja mode
|
||||
KEY_KANJI = 0x19, // IME Kanji mode
|
||||
KEY_ESCAPE = 0x1B, // ESC key
|
||||
KEY_CONVERT = 0x1C, // IME convert
|
||||
KEY_NONCONVERT = 0x1D, // IME nonconvert
|
||||
KEY_ACCEPT = 0x1E, // IME accept
|
||||
KEY_MODECHANGE = 0x1F, // IME mode change request
|
||||
KEY_SPACE = 0x20, // SPACEBAR
|
||||
KEY_PRIOR = 0x21, // PAGE UP key
|
||||
KEY_NEXT = 0x22, // PAGE DOWN key
|
||||
KEY_END = 0x23, // END key
|
||||
KEY_HOME = 0x24, // HOME key
|
||||
KEY_LEFT = 0x25, // LEFT ARROW key
|
||||
KEY_UP = 0x26, // UP ARROW key
|
||||
KEY_RIGHT = 0x27, // RIGHT ARROW key
|
||||
KEY_DOWN = 0x28, // DOWN ARROW key
|
||||
KEY_SELECT = 0x29, // SELECT key
|
||||
KEY_PRINT = 0x2A, // PRINT key
|
||||
KEY_EXECUT = 0x2B, // EXECUTE key
|
||||
KEY_SNAPSHOT = 0x2C, // PRINT SCREEN key
|
||||
KEY_INSERT = 0x2D, // INS key
|
||||
KEY_DELETE = 0x2E, // DEL key
|
||||
KEY_HELP = 0x2F, // HELP key
|
||||
KEY_KEY_0 = 0x30, // 0 key
|
||||
KEY_KEY_1 = 0x31, // 1 key
|
||||
KEY_KEY_2 = 0x32, // 2 key
|
||||
KEY_KEY_3 = 0x33, // 3 key
|
||||
KEY_KEY_4 = 0x34, // 4 key
|
||||
KEY_KEY_5 = 0x35, // 5 key
|
||||
KEY_KEY_6 = 0x36, // 6 key
|
||||
KEY_KEY_7 = 0x37, // 7 key
|
||||
KEY_KEY_8 = 0x38, // 8 key
|
||||
KEY_KEY_9 = 0x39, // 9 key
|
||||
KEY_KEY_A = 0x41, // A key
|
||||
KEY_KEY_B = 0x42, // B key
|
||||
KEY_KEY_C = 0x43, // C key
|
||||
KEY_KEY_D = 0x44, // D key
|
||||
KEY_KEY_E = 0x45, // E key
|
||||
KEY_KEY_F = 0x46, // F key
|
||||
KEY_KEY_G = 0x47, // G key
|
||||
KEY_KEY_H = 0x48, // H key
|
||||
KEY_KEY_I = 0x49, // I key
|
||||
KEY_KEY_J = 0x4A, // J key
|
||||
KEY_KEY_K = 0x4B, // K key
|
||||
KEY_KEY_L = 0x4C, // L key
|
||||
KEY_KEY_M = 0x4D, // M key
|
||||
KEY_KEY_N = 0x4E, // N key
|
||||
KEY_KEY_O = 0x4F, // O key
|
||||
KEY_KEY_P = 0x50, // P key
|
||||
KEY_KEY_Q = 0x51, // Q key
|
||||
KEY_KEY_R = 0x52, // R key
|
||||
KEY_KEY_S = 0x53, // S key
|
||||
KEY_KEY_T = 0x54, // T key
|
||||
KEY_KEY_U = 0x55, // U key
|
||||
KEY_KEY_V = 0x56, // V key
|
||||
KEY_KEY_W = 0x57, // W key
|
||||
KEY_KEY_X = 0x58, // X key
|
||||
KEY_KEY_Y = 0x59, // Y key
|
||||
KEY_KEY_Z = 0x5A, // Z key
|
||||
KEY_LWIN = 0x5B, // Left Windows key (MicrosoftŽ NaturalŽ keyboard)
|
||||
KEY_RWIN = 0x5C, // Right Windows key (Natural keyboard)
|
||||
KEY_APPS = 0x5D, // Applications key (Natural keyboard)
|
||||
KEY_SLEEP = 0x5F, // Computer Sleep key
|
||||
KEY_NUMPAD0 = 0x60, // Numeric keypad 0 key
|
||||
KEY_NUMPAD1 = 0x61, // Numeric keypad 1 key
|
||||
KEY_NUMPAD2 = 0x62, // Numeric keypad 2 key
|
||||
KEY_NUMPAD3 = 0x63, // Numeric keypad 3 key
|
||||
KEY_NUMPAD4 = 0x64, // Numeric keypad 4 key
|
||||
KEY_NUMPAD5 = 0x65, // Numeric keypad 5 key
|
||||
KEY_NUMPAD6 = 0x66, // Numeric keypad 6 key
|
||||
KEY_NUMPAD7 = 0x67, // Numeric keypad 7 key
|
||||
KEY_NUMPAD8 = 0x68, // Numeric keypad 8 key
|
||||
KEY_NUMPAD9 = 0x69, // Numeric keypad 9 key
|
||||
KEY_MULTIPLY = 0x6A, // Multiply key
|
||||
KEY_ADD = 0x6B, // Add key
|
||||
KEY_SEPARATOR = 0x6C, // Separator key
|
||||
KEY_SUBTRACT = 0x6D, // Subtract key
|
||||
KEY_DECIMAL = 0x6E, // Decimal key
|
||||
KEY_DIVIDE = 0x6F, // Divide key
|
||||
KEY_F1 = 0x70, // F1 key
|
||||
KEY_F2 = 0x71, // F2 key
|
||||
KEY_F3 = 0x72, // F3 key
|
||||
KEY_F4 = 0x73, // F4 key
|
||||
KEY_F5 = 0x74, // F5 key
|
||||
KEY_F6 = 0x75, // F6 key
|
||||
KEY_F7 = 0x76, // F7 key
|
||||
KEY_F8 = 0x77, // F8 key
|
||||
KEY_F9 = 0x78, // F9 key
|
||||
KEY_F10 = 0x79, // F10 key
|
||||
KEY_F11 = 0x7A, // F11 key
|
||||
KEY_F12 = 0x7B, // F12 key
|
||||
KEY_F13 = 0x7C, // F13 key
|
||||
KEY_F14 = 0x7D, // F14 key
|
||||
KEY_F15 = 0x7E, // F15 key
|
||||
KEY_F16 = 0x7F, // F16 key
|
||||
KEY_F17 = 0x80, // F17 key
|
||||
KEY_F18 = 0x81, // F18 key
|
||||
KEY_F19 = 0x82, // F19 key
|
||||
KEY_F20 = 0x83, // F20 key
|
||||
KEY_F21 = 0x84, // F21 key
|
||||
KEY_F22 = 0x85, // F22 key
|
||||
KEY_F23 = 0x86, // F23 key
|
||||
KEY_F24 = 0x87, // F24 key
|
||||
KEY_NUMLOCK = 0x90, // NUM LOCK key
|
||||
KEY_SCROLL = 0x91, // SCROLL LOCK key
|
||||
KEY_LSHIFT = 0xA0, // Left SHIFT key
|
||||
KEY_RSHIFT = 0xA1, // Right SHIFT key
|
||||
KEY_LCONTROL = 0xA2, // Left CONTROL key
|
||||
KEY_RCONTROL = 0xA3, // Right CONTROL key
|
||||
KEY_LMENU = 0xA4, // Left MENU key
|
||||
KEY_RMENU = 0xA5, // Right MENU key
|
||||
KEY_BROWSER_BACK = 0xA6, // Browser Back key
|
||||
KEY_BROWSER_FORWARD = 0xA7, // Browser Forward key
|
||||
KEY_BROWSER_REFRESH = 0xA8, // Browser Refresh key
|
||||
KEY_BROWSER_STOP = 0xA9, // Browser Stop key
|
||||
KEY_BROWSER_SEARCH = 0xAA, // Browser Search key
|
||||
KEY_BROWSER_FAVORITES =0xAB, // Browser Favorites key
|
||||
KEY_BROWSER_HOME = 0xAC, // Browser Start and Home key
|
||||
KEY_VOLUME_MUTE = 0xAD, // Volume Mute key
|
||||
KEY_VOLUME_DOWN = 0xAE, // Volume Down key
|
||||
KEY_VOLUME_UP = 0xAF, // Volume Up key
|
||||
KEY_MEDIA_NEXT_TRACK = 0xB0, // Next Track key
|
||||
KEY_MEDIA_PREV_TRACK = 0xB1, // Previous Track key
|
||||
KEY_MEDIA_STOP = 0xB2, // Stop Media key
|
||||
KEY_MEDIA_PLAY_PAUSE = 0xB3, // Play/Pause Media key
|
||||
KEY_OEM_1 = 0xBA, // for US ";:"
|
||||
KEY_PLUS = 0xBB, // Plus Key "+"
|
||||
KEY_COMMA = 0xBC, // Comma Key ","
|
||||
KEY_MINUS = 0xBD, // Minus Key "-"
|
||||
KEY_PERIOD = 0xBE, // Period Key "."
|
||||
KEY_OEM_2 = 0xBF, // for US "/?"
|
||||
KEY_OEM_3 = 0xC0, // for US "`~"
|
||||
KEY_OEM_4 = 0xDB, // for US "[{"
|
||||
KEY_OEM_5 = 0xDC, // for US "\|"
|
||||
KEY_OEM_6 = 0xDD, // for US "]}"
|
||||
KEY_OEM_7 = 0xDE, // for US "'""
|
||||
KEY_OEM_8 = 0xDF, // None
|
||||
KEY_OEM_AX = 0xE1, // for Japan "AX"
|
||||
KEY_OEM_102 = 0xE2, // "<>" or "\|"
|
||||
KEY_ATTN = 0xF6, // Attn key
|
||||
KEY_CRSEL = 0xF7, // CrSel key
|
||||
KEY_EXSEL = 0xF8, // ExSel key
|
||||
KEY_EREOF = 0xF9, // Erase EOF key
|
||||
KEY_PLAY = 0xFA, // Play key
|
||||
KEY_ZOOM = 0xFB, // Zoom key
|
||||
KEY_PA1 = 0xFD, // PA1 key
|
||||
KEY_OEM_CLEAR = 0xFE, // Clear key
|
||||
KEY_NONE = 0xFF, // usually no key mapping, but some laptops use it for fn key
|
||||
|
||||
KEY_KEY_CODES_COUNT = 0x100 // this is not a key, but the amount of keycodes there are.
|
||||
};
|
||||
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,284 +1,284 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_3D_VERTEX_H_INCLUDED__
|
||||
#define __S_3D_VERTEX_H_INCLUDED__
|
||||
|
||||
#include "vector3d.h"
|
||||
#include "vector2d.h"
|
||||
#include "SColor.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! Enumeration for all vertex types there are.
|
||||
enum E_VERTEX_TYPE
|
||||
{
|
||||
//! Standard vertex type used by the Irrlicht engine, video::S3DVertex.
|
||||
EVT_STANDARD = 0,
|
||||
|
||||
//! Vertex with two texture coordinates, video::S3DVertex2TCoords.
|
||||
/** Usually used for geometry with lightmaps or other special materials. */
|
||||
EVT_2TCOORDS,
|
||||
|
||||
//! Vertex with a tangent and binormal vector, video::S3DVertexTangents.
|
||||
/** Usually used for tangent space normal mapping.
|
||||
Usually tangent and binormal get send to shaders as texture coordinate sets 1 and 2.
|
||||
*/
|
||||
EVT_TANGENTS
|
||||
};
|
||||
|
||||
//! Array holding the built in vertex type names
|
||||
const char* const sBuiltInVertexTypeNames[] =
|
||||
{
|
||||
"standard",
|
||||
"2tcoords",
|
||||
"tangents",
|
||||
0
|
||||
};
|
||||
|
||||
//! standard vertex used by the Irrlicht engine.
|
||||
struct S3DVertex
|
||||
{
|
||||
//! default constructor
|
||||
S3DVertex() : Color(0xffffffff) {}
|
||||
|
||||
//! constructor
|
||||
S3DVertex(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv)
|
||||
: Pos(x,y,z), Normal(nx,ny,nz), Color(c), TCoords(tu,tv) {}
|
||||
|
||||
//! constructor
|
||||
S3DVertex(const core::vector3df& pos, const core::vector3df& normal,
|
||||
SColor color, const core::vector2d<f32>& tcoords)
|
||||
: Pos(pos), Normal(normal), Color(color), TCoords(tcoords) {}
|
||||
|
||||
//! Position
|
||||
core::vector3df Pos;
|
||||
|
||||
//! Normal vector
|
||||
core::vector3df Normal;
|
||||
|
||||
//! Color
|
||||
SColor Color;
|
||||
|
||||
//! Texture coordinates
|
||||
core::vector2d<f32> TCoords;
|
||||
|
||||
bool operator==(const S3DVertex& other) const
|
||||
{
|
||||
return ((Pos == other.Pos) && (Normal == other.Normal) &&
|
||||
(Color == other.Color) && (TCoords == other.TCoords));
|
||||
}
|
||||
|
||||
bool operator!=(const S3DVertex& other) const
|
||||
{
|
||||
return ((Pos != other.Pos) || (Normal != other.Normal) ||
|
||||
(Color != other.Color) || (TCoords != other.TCoords));
|
||||
}
|
||||
|
||||
bool operator<(const S3DVertex& other) const
|
||||
{
|
||||
return ((Pos < other.Pos) ||
|
||||
((Pos == other.Pos) && (Normal < other.Normal)) ||
|
||||
((Pos == other.Pos) && (Normal == other.Normal) && (Color < other.Color)) ||
|
||||
((Pos == other.Pos) && (Normal == other.Normal) && (Color == other.Color) && (TCoords < other.TCoords)));
|
||||
}
|
||||
|
||||
//! Get type of the class
|
||||
static E_VERTEX_TYPE getType()
|
||||
{
|
||||
return EVT_STANDARD;
|
||||
}
|
||||
|
||||
//\param d d=0 returns other, d=1 returns this, values between interpolate.
|
||||
S3DVertex getInterpolated(const S3DVertex& other, f32 d)
|
||||
{
|
||||
d = core::clamp(d, 0.0f, 1.0f);
|
||||
return S3DVertex(Pos.getInterpolated(other.Pos, d),
|
||||
Normal.getInterpolated(other.Normal, d),
|
||||
Color.getInterpolated(other.Color, d),
|
||||
TCoords.getInterpolated(other.TCoords, d));
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
//! Vertex with two texture coordinates.
|
||||
/** Usually used for geometry with lightmaps
|
||||
or other special materials.
|
||||
*/
|
||||
struct S3DVertex2TCoords : public S3DVertex
|
||||
{
|
||||
//! default constructor
|
||||
S3DVertex2TCoords() : S3DVertex() {}
|
||||
|
||||
//! constructor with two different texture coords, but no normal
|
||||
S3DVertex2TCoords(f32 x, f32 y, f32 z, SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2)
|
||||
: S3DVertex(x,y,z, 0.0f, 0.0f, 0.0f, c, tu,tv), TCoords2(tu2,tv2) {}
|
||||
|
||||
//! constructor with two different texture coords, but no normal
|
||||
S3DVertex2TCoords(const core::vector3df& pos, SColor color,
|
||||
const core::vector2d<f32>& tcoords, const core::vector2d<f32>& tcoords2)
|
||||
: S3DVertex(pos, core::vector3df(), color, tcoords), TCoords2(tcoords2) {}
|
||||
|
||||
//! constructor with all values
|
||||
S3DVertex2TCoords(const core::vector3df& pos, const core::vector3df& normal, const SColor& color,
|
||||
const core::vector2d<f32>& tcoords, const core::vector2d<f32>& tcoords2)
|
||||
: S3DVertex(pos, normal, color, tcoords), TCoords2(tcoords2) {}
|
||||
|
||||
//! constructor with all values
|
||||
S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2)
|
||||
: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), TCoords2(tu2,tv2) {}
|
||||
|
||||
//! constructor with the same texture coords and normal
|
||||
S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv)
|
||||
: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), TCoords2(tu,tv) {}
|
||||
|
||||
//! constructor with the same texture coords and normal
|
||||
S3DVertex2TCoords(const core::vector3df& pos, const core::vector3df& normal,
|
||||
SColor color, const core::vector2d<f32>& tcoords)
|
||||
: S3DVertex(pos, normal, color, tcoords), TCoords2(tcoords) {}
|
||||
|
||||
//! constructor from S3DVertex
|
||||
S3DVertex2TCoords(const S3DVertex& o) : S3DVertex(o) {}
|
||||
|
||||
//! Second set of texture coordinates
|
||||
core::vector2d<f32> TCoords2;
|
||||
|
||||
//! Equality operator
|
||||
bool operator==(const S3DVertex2TCoords& other) const
|
||||
{
|
||||
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)!=static_cast<const S3DVertex&>(other)) ||
|
||||
(TCoords2 != other.TCoords2));
|
||||
}
|
||||
|
||||
bool operator<(const S3DVertex2TCoords& other) const
|
||||
{
|
||||
return ((static_cast<S3DVertex>(*this) < other) ||
|
||||
((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex&>(other)) && (TCoords2 < other.TCoords2)));
|
||||
}
|
||||
|
||||
static E_VERTEX_TYPE getType()
|
||||
{
|
||||
return EVT_2TCOORDS;
|
||||
}
|
||||
|
||||
//\param d d=0 returns other, d=1 returns this, values between interpolate.
|
||||
S3DVertex2TCoords getInterpolated(const S3DVertex2TCoords& other, f32 d)
|
||||
{
|
||||
d = core::clamp(d, 0.0f, 1.0f);
|
||||
return S3DVertex2TCoords(Pos.getInterpolated(other.Pos, d),
|
||||
Normal.getInterpolated(other.Normal, d),
|
||||
Color.getInterpolated(other.Color, d),
|
||||
TCoords.getInterpolated(other.TCoords, d),
|
||||
TCoords2.getInterpolated(other.TCoords2, d));
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
//! Vertex with a tangent and binormal vector.
|
||||
/** 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
|
||||
{
|
||||
//! default constructor
|
||||
S3DVertexTangents() : S3DVertex() { }
|
||||
|
||||
//! constructor
|
||||
S3DVertexTangents(f32 x, f32 y, f32 z, f32 nx=0.0f, f32 ny=0.0f, f32 nz=0.0f,
|
||||
SColor c = 0xFFFFFFFF, f32 tu=0.0f, f32 tv=0.0f,
|
||||
f32 tanx=0.0f, f32 tany=0.0f, f32 tanz=0.0f,
|
||||
f32 bx=0.0f, f32 by=0.0f, f32 bz=0.0f)
|
||||
: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), Tangent(tanx,tany,tanz), Binormal(bx,by,bz) { }
|
||||
|
||||
//! constructor
|
||||
S3DVertexTangents(const core::vector3df& pos, SColor c,
|
||||
const core::vector2df& tcoords)
|
||||
: S3DVertex(pos, core::vector3df(), c, tcoords) { }
|
||||
|
||||
//! constructor
|
||||
S3DVertexTangents(const core::vector3df& pos,
|
||||
const core::vector3df& normal, SColor c,
|
||||
const core::vector2df& tcoords,
|
||||
const core::vector3df& tangent=core::vector3df(),
|
||||
const core::vector3df& binormal=core::vector3df())
|
||||
: S3DVertex(pos, normal, c, tcoords), Tangent(tangent), Binormal(binormal) { }
|
||||
|
||||
//! constructor from S3DVertex
|
||||
S3DVertexTangents(const S3DVertex& o) : S3DVertex(o) {}
|
||||
|
||||
//! Tangent vector along the x-axis of the texture
|
||||
core::vector3df Tangent;
|
||||
|
||||
//! Binormal vector (tangent x normal)
|
||||
core::vector3df Binormal;
|
||||
|
||||
bool operator==(const S3DVertexTangents& other) const
|
||||
{
|
||||
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)!=static_cast<const S3DVertex&>(other)) ||
|
||||
(Tangent != other.Tangent) ||
|
||||
(Binormal != other.Binormal));
|
||||
}
|
||||
|
||||
bool operator<(const S3DVertexTangents& other) const
|
||||
{
|
||||
return ((static_cast<S3DVertex>(*this) < other) ||
|
||||
((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()
|
||||
{
|
||||
return EVT_TANGENTS;
|
||||
}
|
||||
|
||||
S3DVertexTangents getInterpolated(const S3DVertexTangents& other, f32 d)
|
||||
{
|
||||
d = core::clamp(d, 0.0f, 1.0f);
|
||||
return S3DVertexTangents(Pos.getInterpolated(other.Pos, d),
|
||||
Normal.getInterpolated(other.Normal, d),
|
||||
Color.getInterpolated(other.Color, d),
|
||||
TCoords.getInterpolated(other.TCoords, d),
|
||||
Tangent.getInterpolated(other.Tangent, d),
|
||||
Binormal.getInterpolated(other.Binormal, d));
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
inline u32 getVertexPitchFromType(E_VERTEX_TYPE vertexType)
|
||||
{
|
||||
switch (vertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return sizeof(video::S3DVertex2TCoords);
|
||||
case video::EVT_TANGENTS:
|
||||
return sizeof(video::S3DVertexTangents);
|
||||
default:
|
||||
return sizeof(video::S3DVertex);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_3D_VERTEX_H_INCLUDED__
|
||||
#define __S_3D_VERTEX_H_INCLUDED__
|
||||
|
||||
#include "vector3d.h"
|
||||
#include "vector2d.h"
|
||||
#include "SColor.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! Enumeration for all vertex types there are.
|
||||
enum E_VERTEX_TYPE
|
||||
{
|
||||
//! Standard vertex type used by the Irrlicht engine, video::S3DVertex.
|
||||
EVT_STANDARD = 0,
|
||||
|
||||
//! Vertex with two texture coordinates, video::S3DVertex2TCoords.
|
||||
/** Usually used for geometry with lightmaps or other special materials. */
|
||||
EVT_2TCOORDS,
|
||||
|
||||
//! Vertex with a tangent and binormal vector, video::S3DVertexTangents.
|
||||
/** Usually used for tangent space normal mapping.
|
||||
Usually tangent and binormal get send to shaders as texture coordinate sets 1 and 2.
|
||||
*/
|
||||
EVT_TANGENTS
|
||||
};
|
||||
|
||||
//! Array holding the built in vertex type names
|
||||
const char* const sBuiltInVertexTypeNames[] =
|
||||
{
|
||||
"standard",
|
||||
"2tcoords",
|
||||
"tangents",
|
||||
0
|
||||
};
|
||||
|
||||
//! standard vertex used by the Irrlicht engine.
|
||||
struct S3DVertex
|
||||
{
|
||||
//! default constructor
|
||||
S3DVertex() : Color(0xffffffff) {}
|
||||
|
||||
//! constructor
|
||||
S3DVertex(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv)
|
||||
: Pos(x,y,z), Normal(nx,ny,nz), Color(c), TCoords(tu,tv) {}
|
||||
|
||||
//! constructor
|
||||
S3DVertex(const core::vector3df& pos, const core::vector3df& normal,
|
||||
SColor color, const core::vector2d<f32>& tcoords)
|
||||
: Pos(pos), Normal(normal), Color(color), TCoords(tcoords) {}
|
||||
|
||||
//! Position
|
||||
core::vector3df Pos;
|
||||
|
||||
//! Normal vector
|
||||
core::vector3df Normal;
|
||||
|
||||
//! Color
|
||||
SColor Color;
|
||||
|
||||
//! Texture coordinates
|
||||
core::vector2d<f32> TCoords;
|
||||
|
||||
bool operator==(const S3DVertex& other) const
|
||||
{
|
||||
return ((Pos == other.Pos) && (Normal == other.Normal) &&
|
||||
(Color == other.Color) && (TCoords == other.TCoords));
|
||||
}
|
||||
|
||||
bool operator!=(const S3DVertex& other) const
|
||||
{
|
||||
return ((Pos != other.Pos) || (Normal != other.Normal) ||
|
||||
(Color != other.Color) || (TCoords != other.TCoords));
|
||||
}
|
||||
|
||||
bool operator<(const S3DVertex& other) const
|
||||
{
|
||||
return ((Pos < other.Pos) ||
|
||||
((Pos == other.Pos) && (Normal < other.Normal)) ||
|
||||
((Pos == other.Pos) && (Normal == other.Normal) && (Color < other.Color)) ||
|
||||
((Pos == other.Pos) && (Normal == other.Normal) && (Color == other.Color) && (TCoords < other.TCoords)));
|
||||
}
|
||||
|
||||
//! Get type of the class
|
||||
static E_VERTEX_TYPE getType()
|
||||
{
|
||||
return EVT_STANDARD;
|
||||
}
|
||||
|
||||
//\param d d=0 returns other, d=1 returns this, values between interpolate.
|
||||
S3DVertex getInterpolated(const S3DVertex& other, f32 d)
|
||||
{
|
||||
d = core::clamp(d, 0.0f, 1.0f);
|
||||
return S3DVertex(Pos.getInterpolated(other.Pos, d),
|
||||
Normal.getInterpolated(other.Normal, d),
|
||||
Color.getInterpolated(other.Color, d),
|
||||
TCoords.getInterpolated(other.TCoords, d));
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
//! Vertex with two texture coordinates.
|
||||
/** Usually used for geometry with lightmaps
|
||||
or other special materials.
|
||||
*/
|
||||
struct S3DVertex2TCoords : public S3DVertex
|
||||
{
|
||||
//! default constructor
|
||||
S3DVertex2TCoords() : S3DVertex() {}
|
||||
|
||||
//! constructor with two different texture coords, but no normal
|
||||
S3DVertex2TCoords(f32 x, f32 y, f32 z, SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2)
|
||||
: S3DVertex(x,y,z, 0.0f, 0.0f, 0.0f, c, tu,tv), TCoords2(tu2,tv2) {}
|
||||
|
||||
//! constructor with two different texture coords, but no normal
|
||||
S3DVertex2TCoords(const core::vector3df& pos, SColor color,
|
||||
const core::vector2d<f32>& tcoords, const core::vector2d<f32>& tcoords2)
|
||||
: S3DVertex(pos, core::vector3df(), color, tcoords), TCoords2(tcoords2) {}
|
||||
|
||||
//! constructor with all values
|
||||
S3DVertex2TCoords(const core::vector3df& pos, const core::vector3df& normal, const SColor& color,
|
||||
const core::vector2d<f32>& tcoords, const core::vector2d<f32>& tcoords2)
|
||||
: S3DVertex(pos, normal, color, tcoords), TCoords2(tcoords2) {}
|
||||
|
||||
//! constructor with all values
|
||||
S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv, f32 tu2, f32 tv2)
|
||||
: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), TCoords2(tu2,tv2) {}
|
||||
|
||||
//! constructor with the same texture coords and normal
|
||||
S3DVertex2TCoords(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv)
|
||||
: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), TCoords2(tu,tv) {}
|
||||
|
||||
//! constructor with the same texture coords and normal
|
||||
S3DVertex2TCoords(const core::vector3df& pos, const core::vector3df& normal,
|
||||
SColor color, const core::vector2d<f32>& tcoords)
|
||||
: S3DVertex(pos, normal, color, tcoords), TCoords2(tcoords) {}
|
||||
|
||||
//! constructor from S3DVertex
|
||||
S3DVertex2TCoords(const S3DVertex& o) : S3DVertex(o) {}
|
||||
|
||||
//! Second set of texture coordinates
|
||||
core::vector2d<f32> TCoords2;
|
||||
|
||||
//! Equality operator
|
||||
bool operator==(const S3DVertex2TCoords& other) const
|
||||
{
|
||||
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)!=static_cast<const S3DVertex&>(other)) ||
|
||||
(TCoords2 != other.TCoords2));
|
||||
}
|
||||
|
||||
bool operator<(const S3DVertex2TCoords& other) const
|
||||
{
|
||||
return ((static_cast<S3DVertex>(*this) < other) ||
|
||||
((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex&>(other)) && (TCoords2 < other.TCoords2)));
|
||||
}
|
||||
|
||||
static E_VERTEX_TYPE getType()
|
||||
{
|
||||
return EVT_2TCOORDS;
|
||||
}
|
||||
|
||||
//\param d d=0 returns other, d=1 returns this, values between interpolate.
|
||||
S3DVertex2TCoords getInterpolated(const S3DVertex2TCoords& other, f32 d)
|
||||
{
|
||||
d = core::clamp(d, 0.0f, 1.0f);
|
||||
return S3DVertex2TCoords(Pos.getInterpolated(other.Pos, d),
|
||||
Normal.getInterpolated(other.Normal, d),
|
||||
Color.getInterpolated(other.Color, d),
|
||||
TCoords.getInterpolated(other.TCoords, d),
|
||||
TCoords2.getInterpolated(other.TCoords2, d));
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
//! Vertex with a tangent and binormal vector.
|
||||
/** 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
|
||||
{
|
||||
//! default constructor
|
||||
S3DVertexTangents() : S3DVertex() { }
|
||||
|
||||
//! constructor
|
||||
S3DVertexTangents(f32 x, f32 y, f32 z, f32 nx=0.0f, f32 ny=0.0f, f32 nz=0.0f,
|
||||
SColor c = 0xFFFFFFFF, f32 tu=0.0f, f32 tv=0.0f,
|
||||
f32 tanx=0.0f, f32 tany=0.0f, f32 tanz=0.0f,
|
||||
f32 bx=0.0f, f32 by=0.0f, f32 bz=0.0f)
|
||||
: S3DVertex(x,y,z, nx,ny,nz, c, tu,tv), Tangent(tanx,tany,tanz), Binormal(bx,by,bz) { }
|
||||
|
||||
//! constructor
|
||||
S3DVertexTangents(const core::vector3df& pos, SColor c,
|
||||
const core::vector2df& tcoords)
|
||||
: S3DVertex(pos, core::vector3df(), c, tcoords) { }
|
||||
|
||||
//! constructor
|
||||
S3DVertexTangents(const core::vector3df& pos,
|
||||
const core::vector3df& normal, SColor c,
|
||||
const core::vector2df& tcoords,
|
||||
const core::vector3df& tangent=core::vector3df(),
|
||||
const core::vector3df& binormal=core::vector3df())
|
||||
: S3DVertex(pos, normal, c, tcoords), Tangent(tangent), Binormal(binormal) { }
|
||||
|
||||
//! constructor from S3DVertex
|
||||
S3DVertexTangents(const S3DVertex& o) : S3DVertex(o) {}
|
||||
|
||||
//! Tangent vector along the x-axis of the texture
|
||||
core::vector3df Tangent;
|
||||
|
||||
//! Binormal vector (tangent x normal)
|
||||
core::vector3df Binormal;
|
||||
|
||||
bool operator==(const S3DVertexTangents& other) const
|
||||
{
|
||||
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)!=static_cast<const S3DVertex&>(other)) ||
|
||||
(Tangent != other.Tangent) ||
|
||||
(Binormal != other.Binormal));
|
||||
}
|
||||
|
||||
bool operator<(const S3DVertexTangents& other) const
|
||||
{
|
||||
return ((static_cast<S3DVertex>(*this) < other) ||
|
||||
((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()
|
||||
{
|
||||
return EVT_TANGENTS;
|
||||
}
|
||||
|
||||
S3DVertexTangents getInterpolated(const S3DVertexTangents& other, f32 d)
|
||||
{
|
||||
d = core::clamp(d, 0.0f, 1.0f);
|
||||
return S3DVertexTangents(Pos.getInterpolated(other.Pos, d),
|
||||
Normal.getInterpolated(other.Normal, d),
|
||||
Color.getInterpolated(other.Color, d),
|
||||
TCoords.getInterpolated(other.TCoords, d),
|
||||
Tangent.getInterpolated(other.Tangent, d),
|
||||
Binormal.getInterpolated(other.Binormal, d));
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
inline u32 getVertexPitchFromType(E_VERTEX_TYPE vertexType)
|
||||
{
|
||||
switch (vertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return sizeof(video::S3DVertex2TCoords);
|
||||
case video::EVT_TANGENTS:
|
||||
return sizeof(video::S3DVertexTangents);
|
||||
default:
|
||||
return sizeof(video::S3DVertex);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,182 +1,182 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_ANIMATED_MESH_H_INCLUDED__
|
||||
#define __S_ANIMATED_MESH_H_INCLUDED__
|
||||
|
||||
#include "IAnimatedMesh.h"
|
||||
#include "IMesh.h"
|
||||
#include "aabbox3d.h"
|
||||
#include "irrArray.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! Simple implementation of the IAnimatedMesh interface.
|
||||
struct SAnimatedMesh : public IAnimatedMesh
|
||||
{
|
||||
//! constructor
|
||||
SAnimatedMesh(scene::IMesh* mesh=0, scene::E_ANIMATED_MESH_TYPE type=scene::EAMT_UNKNOWN) : IAnimatedMesh(), FramesPerSecond(25.f), Type(type)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
setDebugName("SAnimatedMesh");
|
||||
#endif
|
||||
addMesh(mesh);
|
||||
recalculateBoundingBox();
|
||||
}
|
||||
|
||||
//! destructor
|
||||
virtual ~SAnimatedMesh()
|
||||
{
|
||||
// drop meshes
|
||||
for (u32 i=0; i<Meshes.size(); ++i)
|
||||
Meshes[i]->drop();
|
||||
}
|
||||
|
||||
//! Gets the frame count of the animated mesh.
|
||||
/** \return Amount of frames. If the amount is 1, it is a static, non animated mesh. */
|
||||
u32 getFrameCount() const override
|
||||
{
|
||||
return Meshes.size();
|
||||
}
|
||||
|
||||
//! Gets the default animation speed of the animated mesh.
|
||||
/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
|
||||
f32 getAnimationSpeed() const override
|
||||
{
|
||||
return FramesPerSecond;
|
||||
}
|
||||
|
||||
//! Gets the frame count of the animated mesh.
|
||||
/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
|
||||
The actual speed is set in the scene node the mesh is instantiated in.*/
|
||||
void setAnimationSpeed(f32 fps) override
|
||||
{
|
||||
FramesPerSecond=fps;
|
||||
}
|
||||
|
||||
//! Returns the IMesh interface for a frame.
|
||||
/** \param frame: Frame number as zero based index. The maximum frame number is
|
||||
getFrameCount() - 1;
|
||||
\param detailLevel: Level of detail. 0 is the lowest,
|
||||
255 the highest level of detail. Most meshes will ignore the detail level.
|
||||
\param startFrameLoop: start frame
|
||||
\param endFrameLoop: end frame
|
||||
\return The animated mesh based on a detail level. */
|
||||
IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
|
||||
return Meshes[frame];
|
||||
}
|
||||
|
||||
//! adds a Mesh
|
||||
void addMesh(IMesh* mesh)
|
||||
{
|
||||
if (mesh)
|
||||
{
|
||||
mesh->grab();
|
||||
Meshes.push_back(mesh);
|
||||
}
|
||||
}
|
||||
|
||||
//! Returns an axis aligned bounding box of the mesh.
|
||||
/** \return A bounding box of this mesh is returned. */
|
||||
const core::aabbox3d<f32>& getBoundingBox() const override
|
||||
{
|
||||
return Box;
|
||||
}
|
||||
|
||||
//! set user axis aligned bounding box
|
||||
void setBoundingBox(const core::aabbox3df& box) override
|
||||
{
|
||||
Box = box;
|
||||
}
|
||||
|
||||
//! Recalculates the bounding box.
|
||||
void recalculateBoundingBox()
|
||||
{
|
||||
Box.reset(0,0,0);
|
||||
|
||||
if (Meshes.empty())
|
||||
return;
|
||||
|
||||
Box = Meshes[0]->getBoundingBox();
|
||||
|
||||
for (u32 i=1; i<Meshes.size(); ++i)
|
||||
Box.addInternalBox(Meshes[i]->getBoundingBox());
|
||||
}
|
||||
|
||||
//! Returns the type of the animated mesh.
|
||||
E_ANIMATED_MESH_TYPE getMeshType() const override
|
||||
{
|
||||
return Type;
|
||||
}
|
||||
|
||||
//! returns amount of mesh buffers.
|
||||
u32 getMeshBufferCount() const override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
|
||||
return Meshes[0]->getMeshBufferCount();
|
||||
}
|
||||
|
||||
//! returns pointer to a mesh buffer
|
||||
IMeshBuffer* getMeshBuffer(u32 nr) const override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
|
||||
return Meshes[0]->getMeshBuffer(nr);
|
||||
}
|
||||
|
||||
//! Returns pointer to a mesh buffer which fits a material
|
||||
/** \param material: material to search for
|
||||
\return Returns the pointer to the mesh buffer or
|
||||
NULL if there is no such mesh buffer. */
|
||||
IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
|
||||
return Meshes[0]->getMeshBuffer(material);
|
||||
}
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
|
||||
{
|
||||
for (u32 i=0; i<Meshes.size(); ++i)
|
||||
Meshes[i]->setHardwareMappingHint(newMappingHint, buffer);
|
||||
}
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
for (u32 i=0; i<Meshes.size(); ++i)
|
||||
Meshes[i]->setDirty(buffer);
|
||||
}
|
||||
|
||||
//! All meshes defining the animated mesh
|
||||
core::array<IMesh*> Meshes;
|
||||
|
||||
//! The bounding box of this mesh
|
||||
core::aabbox3d<f32> Box;
|
||||
|
||||
//! Default animation speed of this mesh.
|
||||
f32 FramesPerSecond;
|
||||
|
||||
//! The type of the mesh.
|
||||
E_ANIMATED_MESH_TYPE Type;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_ANIMATED_MESH_H_INCLUDED__
|
||||
#define __S_ANIMATED_MESH_H_INCLUDED__
|
||||
|
||||
#include "IAnimatedMesh.h"
|
||||
#include "IMesh.h"
|
||||
#include "aabbox3d.h"
|
||||
#include "irrArray.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! Simple implementation of the IAnimatedMesh interface.
|
||||
struct SAnimatedMesh : public IAnimatedMesh
|
||||
{
|
||||
//! constructor
|
||||
SAnimatedMesh(scene::IMesh* mesh=0, scene::E_ANIMATED_MESH_TYPE type=scene::EAMT_UNKNOWN) : IAnimatedMesh(), FramesPerSecond(25.f), Type(type)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
setDebugName("SAnimatedMesh");
|
||||
#endif
|
||||
addMesh(mesh);
|
||||
recalculateBoundingBox();
|
||||
}
|
||||
|
||||
//! destructor
|
||||
virtual ~SAnimatedMesh()
|
||||
{
|
||||
// drop meshes
|
||||
for (u32 i=0; i<Meshes.size(); ++i)
|
||||
Meshes[i]->drop();
|
||||
}
|
||||
|
||||
//! Gets the frame count of the animated mesh.
|
||||
/** \return Amount of frames. If the amount is 1, it is a static, non animated mesh. */
|
||||
u32 getFrameCount() const override
|
||||
{
|
||||
return Meshes.size();
|
||||
}
|
||||
|
||||
//! Gets the default animation speed of the animated mesh.
|
||||
/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
|
||||
f32 getAnimationSpeed() const override
|
||||
{
|
||||
return FramesPerSecond;
|
||||
}
|
||||
|
||||
//! Gets the frame count of the animated mesh.
|
||||
/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
|
||||
The actual speed is set in the scene node the mesh is instantiated in.*/
|
||||
void setAnimationSpeed(f32 fps) override
|
||||
{
|
||||
FramesPerSecond=fps;
|
||||
}
|
||||
|
||||
//! Returns the IMesh interface for a frame.
|
||||
/** \param frame: Frame number as zero based index. The maximum frame number is
|
||||
getFrameCount() - 1;
|
||||
\param detailLevel: Level of detail. 0 is the lowest,
|
||||
255 the highest level of detail. Most meshes will ignore the detail level.
|
||||
\param startFrameLoop: start frame
|
||||
\param endFrameLoop: end frame
|
||||
\return The animated mesh based on a detail level. */
|
||||
IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
|
||||
return Meshes[frame];
|
||||
}
|
||||
|
||||
//! adds a Mesh
|
||||
void addMesh(IMesh* mesh)
|
||||
{
|
||||
if (mesh)
|
||||
{
|
||||
mesh->grab();
|
||||
Meshes.push_back(mesh);
|
||||
}
|
||||
}
|
||||
|
||||
//! Returns an axis aligned bounding box of the mesh.
|
||||
/** \return A bounding box of this mesh is returned. */
|
||||
const core::aabbox3d<f32>& getBoundingBox() const override
|
||||
{
|
||||
return Box;
|
||||
}
|
||||
|
||||
//! set user axis aligned bounding box
|
||||
void setBoundingBox(const core::aabbox3df& box) override
|
||||
{
|
||||
Box = box;
|
||||
}
|
||||
|
||||
//! Recalculates the bounding box.
|
||||
void recalculateBoundingBox()
|
||||
{
|
||||
Box.reset(0,0,0);
|
||||
|
||||
if (Meshes.empty())
|
||||
return;
|
||||
|
||||
Box = Meshes[0]->getBoundingBox();
|
||||
|
||||
for (u32 i=1; i<Meshes.size(); ++i)
|
||||
Box.addInternalBox(Meshes[i]->getBoundingBox());
|
||||
}
|
||||
|
||||
//! Returns the type of the animated mesh.
|
||||
E_ANIMATED_MESH_TYPE getMeshType() const override
|
||||
{
|
||||
return Type;
|
||||
}
|
||||
|
||||
//! returns amount of mesh buffers.
|
||||
u32 getMeshBufferCount() const override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
|
||||
return Meshes[0]->getMeshBufferCount();
|
||||
}
|
||||
|
||||
//! returns pointer to a mesh buffer
|
||||
IMeshBuffer* getMeshBuffer(u32 nr) const override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
|
||||
return Meshes[0]->getMeshBuffer(nr);
|
||||
}
|
||||
|
||||
//! Returns pointer to a mesh buffer which fits a material
|
||||
/** \param material: material to search for
|
||||
\return Returns the pointer to the mesh buffer or
|
||||
NULL if there is no such mesh buffer. */
|
||||
IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const override
|
||||
{
|
||||
if (Meshes.empty())
|
||||
return 0;
|
||||
|
||||
return Meshes[0]->getMeshBuffer(material);
|
||||
}
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
|
||||
{
|
||||
for (u32 i=0; i<Meshes.size(); ++i)
|
||||
Meshes[i]->setHardwareMappingHint(newMappingHint, buffer);
|
||||
}
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
for (u32 i=0; i<Meshes.size(); ++i)
|
||||
Meshes[i]->setDirty(buffer);
|
||||
}
|
||||
|
||||
//! All meshes defining the animated mesh
|
||||
core::array<IMesh*> Meshes;
|
||||
|
||||
//! The bounding box of this mesh
|
||||
core::aabbox3d<f32> Box;
|
||||
|
||||
//! Default animation speed of this mesh.
|
||||
f32 FramesPerSecond;
|
||||
|
||||
//! The type of the mesh.
|
||||
E_ANIMATED_MESH_TYPE Type;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
1624
include/SColor.h
1624
include/SColor.h
File diff suppressed because it is too large
Load Diff
@ -1,84 +1,84 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_EXPOSED_VIDEO_DATA_H_INCLUDED__
|
||||
#define __S_EXPOSED_VIDEO_DATA_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! structure for holding data describing a driver and operating system specific data.
|
||||
/** This data can be retrieved by IVideoDriver::getExposedVideoData(). Use this with caution.
|
||||
This only should be used to make it possible to extend the engine easily without
|
||||
modification of its source. Note that this structure does not contain any valid data, if
|
||||
you are using the software or the null device.
|
||||
*/
|
||||
struct SExposedVideoData
|
||||
{
|
||||
SExposedVideoData() {OpenGLWin32.HDc=0; OpenGLWin32.HRc=0; OpenGLWin32.HWnd=0;}
|
||||
explicit SExposedVideoData(void* Window) {OpenGLWin32.HDc=0; OpenGLWin32.HRc=0; OpenGLWin32.HWnd=Window;}
|
||||
|
||||
struct SOpenGLWin32
|
||||
{
|
||||
//! Private GDI Device Context.
|
||||
/** Get if for example with: HDC h = reinterpret_cast<HDC>(exposedData.OpenGLWin32.HDc) */
|
||||
void* HDc;
|
||||
|
||||
//! Permanent Rendering Context.
|
||||
/** Get if for example with: HGLRC h = reinterpret_cast<HGLRC>(exposedData.OpenGLWin32.HRc) */
|
||||
void* HRc;
|
||||
|
||||
//! Window handle.
|
||||
/** Get with for example with: HWND h = reinterpret_cast<HWND>(exposedData.OpenGLWin32.HWnd) */
|
||||
void* HWnd;
|
||||
};
|
||||
|
||||
struct SOpenGLLinux
|
||||
{
|
||||
// XWindow handles
|
||||
void* X11Display;
|
||||
void* X11Context;
|
||||
unsigned long X11Window;
|
||||
unsigned long GLXWindow;
|
||||
};
|
||||
|
||||
struct SOpenGLOSX
|
||||
{
|
||||
//! The NSOpenGLContext object.
|
||||
void* Context;
|
||||
|
||||
//! The NSWindow object.
|
||||
void* Window;
|
||||
};
|
||||
|
||||
struct SOpenGLFB
|
||||
{
|
||||
//! The EGLNativeWindowType object.
|
||||
void* Window;
|
||||
};
|
||||
|
||||
struct SOGLESAndroid
|
||||
{
|
||||
//! The ANativeWindow object.
|
||||
void* Window;
|
||||
};
|
||||
|
||||
union
|
||||
{
|
||||
SOpenGLWin32 OpenGLWin32;
|
||||
SOpenGLLinux OpenGLLinux;
|
||||
SOpenGLOSX OpenGLOSX;
|
||||
SOpenGLFB OpenGLFB;
|
||||
SOGLESAndroid OGLESAndroid;
|
||||
};
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_EXPOSED_VIDEO_DATA_H_INCLUDED__
|
||||
#define __S_EXPOSED_VIDEO_DATA_H_INCLUDED__
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
//! structure for holding data describing a driver and operating system specific data.
|
||||
/** This data can be retrieved by IVideoDriver::getExposedVideoData(). Use this with caution.
|
||||
This only should be used to make it possible to extend the engine easily without
|
||||
modification of its source. Note that this structure does not contain any valid data, if
|
||||
you are using the software or the null device.
|
||||
*/
|
||||
struct SExposedVideoData
|
||||
{
|
||||
SExposedVideoData() {OpenGLWin32.HDc=0; OpenGLWin32.HRc=0; OpenGLWin32.HWnd=0;}
|
||||
explicit SExposedVideoData(void* Window) {OpenGLWin32.HDc=0; OpenGLWin32.HRc=0; OpenGLWin32.HWnd=Window;}
|
||||
|
||||
struct SOpenGLWin32
|
||||
{
|
||||
//! Private GDI Device Context.
|
||||
/** Get if for example with: HDC h = reinterpret_cast<HDC>(exposedData.OpenGLWin32.HDc) */
|
||||
void* HDc;
|
||||
|
||||
//! Permanent Rendering Context.
|
||||
/** Get if for example with: HGLRC h = reinterpret_cast<HGLRC>(exposedData.OpenGLWin32.HRc) */
|
||||
void* HRc;
|
||||
|
||||
//! Window handle.
|
||||
/** Get with for example with: HWND h = reinterpret_cast<HWND>(exposedData.OpenGLWin32.HWnd) */
|
||||
void* HWnd;
|
||||
};
|
||||
|
||||
struct SOpenGLLinux
|
||||
{
|
||||
// XWindow handles
|
||||
void* X11Display;
|
||||
void* X11Context;
|
||||
unsigned long X11Window;
|
||||
unsigned long GLXWindow;
|
||||
};
|
||||
|
||||
struct SOpenGLOSX
|
||||
{
|
||||
//! The NSOpenGLContext object.
|
||||
void* Context;
|
||||
|
||||
//! The NSWindow object.
|
||||
void* Window;
|
||||
};
|
||||
|
||||
struct SOpenGLFB
|
||||
{
|
||||
//! The EGLNativeWindowType object.
|
||||
void* Window;
|
||||
};
|
||||
|
||||
struct SOGLESAndroid
|
||||
{
|
||||
//! The ANativeWindow object.
|
||||
void* Window;
|
||||
};
|
||||
|
||||
union
|
||||
{
|
||||
SOpenGLWin32 OpenGLWin32;
|
||||
SOpenGLLinux OpenGLLinux;
|
||||
SOpenGLOSX OpenGLOSX;
|
||||
SOpenGLFB OpenGLFB;
|
||||
SOGLESAndroid OGLESAndroid;
|
||||
};
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,296 +1,296 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_IRRLICHT_CREATION_PARAMETERS_H_INCLUDED__
|
||||
#define __I_IRRLICHT_CREATION_PARAMETERS_H_INCLUDED__
|
||||
|
||||
#include "EDriverTypes.h"
|
||||
#include "EDeviceTypes.h"
|
||||
#include "dimension2d.h"
|
||||
#include "ILogger.h"
|
||||
#include "position2d.h"
|
||||
#include "path.h"
|
||||
#include "IrrCompileConfig.h" // for IRRLICHT_SDK_VERSION
|
||||
|
||||
namespace irr
|
||||
{
|
||||
class IEventReceiver;
|
||||
|
||||
//! Structure for holding Irrlicht Device creation parameters.
|
||||
/** This structure is used in the createDeviceEx() function. */
|
||||
struct SIrrlichtCreationParameters
|
||||
{
|
||||
//! Constructs a SIrrlichtCreationParameters structure with default values.
|
||||
SIrrlichtCreationParameters() :
|
||||
DeviceType(EIDT_BEST),
|
||||
DriverType(video::EDT_OPENGL),
|
||||
WindowSize(core::dimension2d<u32>(800, 600)),
|
||||
WindowPosition(core::position2di(-1,-1)),
|
||||
Bits(32),
|
||||
ZBufferBits(24),
|
||||
Fullscreen(false),
|
||||
WindowMaximized(false),
|
||||
WindowResizable(2),
|
||||
Stencilbuffer(true),
|
||||
Vsync(false),
|
||||
AntiAlias(0),
|
||||
HandleSRGB(false),
|
||||
WithAlphaChannel(false),
|
||||
Doublebuffer(true),
|
||||
IgnoreInput(false),
|
||||
Stereobuffer(false),
|
||||
EventReceiver(0),
|
||||
WindowId(0),
|
||||
#ifdef _DEBUG
|
||||
LoggingLevel(ELL_DEBUG),
|
||||
#else
|
||||
LoggingLevel(ELL_INFORMATION),
|
||||
#endif
|
||||
SDK_version_do_not_use(IRRLICHT_SDK_VERSION),
|
||||
PrivateData(0),
|
||||
#ifdef IRR_MOBILE_PATHS
|
||||
OGLES2ShaderPath("media/Shaders/")
|
||||
#else
|
||||
OGLES2ShaderPath("../../media/Shaders/")
|
||||
#endif
|
||||
{
|
||||
}
|
||||
|
||||
SIrrlichtCreationParameters(const SIrrlichtCreationParameters& other) :
|
||||
SDK_version_do_not_use(IRRLICHT_SDK_VERSION)
|
||||
{*this = other;}
|
||||
|
||||
SIrrlichtCreationParameters& operator=(const SIrrlichtCreationParameters& other)
|
||||
{
|
||||
DeviceType = other.DeviceType;
|
||||
DriverType = other.DriverType;
|
||||
WindowSize = other.WindowSize;
|
||||
WindowPosition = other.WindowPosition;
|
||||
Bits = other.Bits;
|
||||
ZBufferBits = other.ZBufferBits;
|
||||
Fullscreen = other.Fullscreen;
|
||||
WindowMaximized = other.WindowMaximized;
|
||||
WindowResizable = other.WindowResizable;
|
||||
Stencilbuffer = other.Stencilbuffer;
|
||||
Vsync = other.Vsync;
|
||||
AntiAlias = other.AntiAlias;
|
||||
HandleSRGB = other.HandleSRGB;
|
||||
WithAlphaChannel = other.WithAlphaChannel;
|
||||
Doublebuffer = other.Doublebuffer;
|
||||
IgnoreInput = other.IgnoreInput;
|
||||
Stereobuffer = other.Stereobuffer;
|
||||
EventReceiver = other.EventReceiver;
|
||||
WindowId = other.WindowId;
|
||||
LoggingLevel = other.LoggingLevel;
|
||||
PrivateData = other.PrivateData;
|
||||
OGLES2ShaderPath = other.OGLES2ShaderPath;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Type of the device.
|
||||
/** This setting decides the windowing system used by the device, most device types are native
|
||||
to a specific operating system and so may not be available.
|
||||
EIDT_WIN32 is only available on Windows desktops,
|
||||
EIDT_COCOA is only available on Mac OSX,
|
||||
EIDT_X11 is available on Linux, Solaris, BSD and other operating systems which use X11,
|
||||
EIDT_SDL is available on most systems if compiled in,
|
||||
EIDT_BEST will select the best available device for your operating system.
|
||||
Default: EIDT_BEST. */
|
||||
E_DEVICE_TYPE DeviceType;
|
||||
|
||||
//! Type of video driver used to render graphics.
|
||||
video::E_DRIVER_TYPE DriverType;
|
||||
|
||||
//! Size of the window or the video mode in fullscreen mode. Default: 800x600
|
||||
core::dimension2d<u32> WindowSize;
|
||||
|
||||
//! Position of the window on-screen. Default: (-1, -1) or centered.
|
||||
core::position2di WindowPosition;
|
||||
|
||||
//! Minimum Bits per pixel of the color buffer in fullscreen mode. Ignored if windowed mode. Default: 32.
|
||||
u8 Bits;
|
||||
|
||||
//! Minimum Bits per pixel of the depth buffer. Default: 24.
|
||||
u8 ZBufferBits;
|
||||
|
||||
//! Should be set to true if the device should run in fullscreen.
|
||||
/** Otherwise the device runs in windowed mode. Default: false. */
|
||||
bool Fullscreen;
|
||||
|
||||
//! Maximised window. (Only supported on SDL.) Default: false
|
||||
bool WindowMaximized;
|
||||
|
||||
//! Should a non-fullscreen window be resizable.
|
||||
/** Might not be supported by all devices. Ignored when Fullscreen is true.
|
||||
Values: 0 = not resizable, 1 = resizable, 2 = system decides default itself
|
||||
Default: 2*/
|
||||
u8 WindowResizable;
|
||||
|
||||
//! Specifies if the stencil buffer should be enabled.
|
||||
/** Set this to true, if you want the engine be able to draw
|
||||
stencil buffer shadows. Note that not all drivers are able to
|
||||
use the stencil buffer, hence it can be ignored during device
|
||||
creation. Without the stencil buffer no shadows will be drawn.
|
||||
Default: true. */
|
||||
bool Stencilbuffer;
|
||||
|
||||
//! Specifies vertical synchronization.
|
||||
/** If set to true, the driver will wait for the vertical
|
||||
retrace period, otherwise not. May be silently ignored.
|
||||
Default: false */
|
||||
bool Vsync;
|
||||
|
||||
//! Specifies if the device should use fullscreen anti aliasing
|
||||
/** Makes sharp/pixelated edges softer, but requires more
|
||||
performance. Also, 2D elements might look blurred with this
|
||||
switched on. The resulting rendering quality also depends on
|
||||
the hardware and driver you are using, your program might look
|
||||
different on different hardware with this. So if you are
|
||||
writing a game/application with AntiAlias switched on, it would
|
||||
be a good idea to make it possible to switch this option off
|
||||
again by the user.
|
||||
The value is the maximal antialiasing factor requested for
|
||||
the device. The creation method will automatically try smaller
|
||||
values if no window can be created with the given value.
|
||||
Value one is usually the same as 0 (disabled), but might be a
|
||||
special value on some platforms. On D3D devices it maps to
|
||||
NONMASKABLE.
|
||||
Default value: 0 - disabled */
|
||||
u8 AntiAlias;
|
||||
|
||||
//! Flag to enable proper sRGB and linear color handling
|
||||
/** In most situations, it is desirable to have the color handling in
|
||||
non-linear sRGB color space, and only do the intermediate color
|
||||
calculations in linear RGB space. If this flag is enabled, the device and
|
||||
driver try to assure that all color input and output are color corrected
|
||||
and only the internal color representation is linear. This means, that
|
||||
the color output is properly gamma-adjusted to provide the brighter
|
||||
colors for monitor display. And that blending and lighting give a more
|
||||
natural look, due to proper conversion from non-linear colors into linear
|
||||
color space for blend operations. If this flag is enabled, all texture colors
|
||||
(which are usually in sRGB space) are correctly displayed. However vertex colors
|
||||
and other explicitly set values have to be manually encoded in linear color space.
|
||||
Default value: false. */
|
||||
bool HandleSRGB;
|
||||
|
||||
//! Whether the main framebuffer uses an alpha channel.
|
||||
/** In some situations it might be desirable to get a color
|
||||
buffer with an alpha channel, e.g. when rendering into a
|
||||
transparent window or overlay. If this flag is set the device
|
||||
tries to create a framebuffer with alpha channel.
|
||||
If this flag is set, only color buffers with alpha channel
|
||||
are considered. Otherwise, it depends on the actual hardware
|
||||
if the colorbuffer has an alpha channel or not.
|
||||
Default value: false */
|
||||
bool WithAlphaChannel;
|
||||
|
||||
//! Whether the main framebuffer uses doublebuffering.
|
||||
/** This should be usually enabled, in order to avoid render
|
||||
artifacts on the visible framebuffer. However, it might be
|
||||
useful to use only one buffer on very small devices. If no
|
||||
doublebuffering is available, the drivers will fall back to
|
||||
single buffers. Default value: true */
|
||||
bool Doublebuffer;
|
||||
|
||||
//! Specifies if the device should ignore input events
|
||||
/** This is only relevant when using external I/O handlers.
|
||||
External windows need to take care of this themselves.
|
||||
Currently only supported by X11.
|
||||
Default value: false */
|
||||
bool IgnoreInput;
|
||||
|
||||
//! Specifies if the device should use stereo buffers
|
||||
/** Some high-end gfx cards support two framebuffers for direct
|
||||
support of stereoscopic output devices. If this flag is set the
|
||||
device tries to create a stereo context.
|
||||
Currently only supported by OpenGL.
|
||||
Default value: false */
|
||||
bool Stereobuffer;
|
||||
|
||||
//! A user created event receiver.
|
||||
IEventReceiver* EventReceiver;
|
||||
|
||||
//! Window Id.
|
||||
/** If this is set to a value other than 0, the Irrlicht Engine
|
||||
will be created in an already existing window.
|
||||
For Windows, set this to the HWND of the window you want.
|
||||
The windowSize and FullScreen options will be ignored when using
|
||||
the WindowId parameter. Default this is set to 0.
|
||||
To make Irrlicht run inside the custom window, you still will
|
||||
have to draw Irrlicht on your own. You can use this loop, as
|
||||
usual:
|
||||
\code
|
||||
while (device->run())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, 0);
|
||||
smgr->drawAll();
|
||||
driver->endScene();
|
||||
}
|
||||
\endcode
|
||||
Instead of this, you can also simply use your own message loop
|
||||
using GetMessage, DispatchMessage and whatever. Calling
|
||||
IrrlichtDevice::run() will cause Irrlicht to dispatch messages
|
||||
internally too. You need not call Device->run() if you want to
|
||||
do your own message dispatching loop, but Irrlicht will not be
|
||||
able to fetch user input then and you have to do it on your own
|
||||
using the window messages, DirectInput, or whatever. Also,
|
||||
you'll have to increment the Irrlicht timer.
|
||||
An alternative, own message dispatching loop without
|
||||
device->run() would look like this:
|
||||
\code
|
||||
MSG msg;
|
||||
while (true)
|
||||
{
|
||||
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
|
||||
if (msg.message == WM_QUIT)
|
||||
break;
|
||||
}
|
||||
|
||||
// increase virtual timer time
|
||||
device->getTimer()->tick();
|
||||
|
||||
// draw engine picture
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, 0);
|
||||
smgr->drawAll();
|
||||
driver->endScene();
|
||||
}
|
||||
\endcode
|
||||
However, there is no need to draw the picture this often. Just
|
||||
do it how you like. */
|
||||
void* WindowId;
|
||||
|
||||
//! Specifies the logging level used in the logging interface.
|
||||
/** The default value is ELL_INFORMATION. You can access the ILogger interface
|
||||
later on from the IrrlichtDevice with getLogger() and set another level.
|
||||
But if you need more or less logging information already from device creation,
|
||||
then you have to change it here.
|
||||
*/
|
||||
ELOG_LEVEL LoggingLevel;
|
||||
|
||||
//! Don't use or change this parameter.
|
||||
/** Always set it to IRRLICHT_SDK_VERSION, which is done by default.
|
||||
This is needed for sdk version checks. */
|
||||
const c8* const SDK_version_do_not_use;
|
||||
|
||||
//! Define some private data storage.
|
||||
/** Used when platform devices need access to OS specific data structures etc.
|
||||
This is only used for Android at th emoment in order to access the native
|
||||
Java RE. */
|
||||
void *PrivateData;
|
||||
|
||||
//! Set the path where default-shaders to simulate the fixed-function pipeline can be found.
|
||||
/** This is about the shaders which can be found in media/Shaders by default. It's only necessary
|
||||
to set when using OGL-ES 2.0 */
|
||||
irr::io::path OGLES2ShaderPath;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_IRRLICHT_CREATION_PARAMETERS_H_INCLUDED__
|
||||
#define __I_IRRLICHT_CREATION_PARAMETERS_H_INCLUDED__
|
||||
|
||||
#include "EDriverTypes.h"
|
||||
#include "EDeviceTypes.h"
|
||||
#include "dimension2d.h"
|
||||
#include "ILogger.h"
|
||||
#include "position2d.h"
|
||||
#include "path.h"
|
||||
#include "IrrCompileConfig.h" // for IRRLICHT_SDK_VERSION
|
||||
|
||||
namespace irr
|
||||
{
|
||||
class IEventReceiver;
|
||||
|
||||
//! Structure for holding Irrlicht Device creation parameters.
|
||||
/** This structure is used in the createDeviceEx() function. */
|
||||
struct SIrrlichtCreationParameters
|
||||
{
|
||||
//! Constructs a SIrrlichtCreationParameters structure with default values.
|
||||
SIrrlichtCreationParameters() :
|
||||
DeviceType(EIDT_BEST),
|
||||
DriverType(video::EDT_OPENGL),
|
||||
WindowSize(core::dimension2d<u32>(800, 600)),
|
||||
WindowPosition(core::position2di(-1,-1)),
|
||||
Bits(32),
|
||||
ZBufferBits(24),
|
||||
Fullscreen(false),
|
||||
WindowMaximized(false),
|
||||
WindowResizable(2),
|
||||
Stencilbuffer(true),
|
||||
Vsync(false),
|
||||
AntiAlias(0),
|
||||
HandleSRGB(false),
|
||||
WithAlphaChannel(false),
|
||||
Doublebuffer(true),
|
||||
IgnoreInput(false),
|
||||
Stereobuffer(false),
|
||||
EventReceiver(0),
|
||||
WindowId(0),
|
||||
#ifdef _DEBUG
|
||||
LoggingLevel(ELL_DEBUG),
|
||||
#else
|
||||
LoggingLevel(ELL_INFORMATION),
|
||||
#endif
|
||||
SDK_version_do_not_use(IRRLICHT_SDK_VERSION),
|
||||
PrivateData(0),
|
||||
#ifdef IRR_MOBILE_PATHS
|
||||
OGLES2ShaderPath("media/Shaders/")
|
||||
#else
|
||||
OGLES2ShaderPath("../../media/Shaders/")
|
||||
#endif
|
||||
{
|
||||
}
|
||||
|
||||
SIrrlichtCreationParameters(const SIrrlichtCreationParameters& other) :
|
||||
SDK_version_do_not_use(IRRLICHT_SDK_VERSION)
|
||||
{*this = other;}
|
||||
|
||||
SIrrlichtCreationParameters& operator=(const SIrrlichtCreationParameters& other)
|
||||
{
|
||||
DeviceType = other.DeviceType;
|
||||
DriverType = other.DriverType;
|
||||
WindowSize = other.WindowSize;
|
||||
WindowPosition = other.WindowPosition;
|
||||
Bits = other.Bits;
|
||||
ZBufferBits = other.ZBufferBits;
|
||||
Fullscreen = other.Fullscreen;
|
||||
WindowMaximized = other.WindowMaximized;
|
||||
WindowResizable = other.WindowResizable;
|
||||
Stencilbuffer = other.Stencilbuffer;
|
||||
Vsync = other.Vsync;
|
||||
AntiAlias = other.AntiAlias;
|
||||
HandleSRGB = other.HandleSRGB;
|
||||
WithAlphaChannel = other.WithAlphaChannel;
|
||||
Doublebuffer = other.Doublebuffer;
|
||||
IgnoreInput = other.IgnoreInput;
|
||||
Stereobuffer = other.Stereobuffer;
|
||||
EventReceiver = other.EventReceiver;
|
||||
WindowId = other.WindowId;
|
||||
LoggingLevel = other.LoggingLevel;
|
||||
PrivateData = other.PrivateData;
|
||||
OGLES2ShaderPath = other.OGLES2ShaderPath;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Type of the device.
|
||||
/** This setting decides the windowing system used by the device, most device types are native
|
||||
to a specific operating system and so may not be available.
|
||||
EIDT_WIN32 is only available on Windows desktops,
|
||||
EIDT_COCOA is only available on Mac OSX,
|
||||
EIDT_X11 is available on Linux, Solaris, BSD and other operating systems which use X11,
|
||||
EIDT_SDL is available on most systems if compiled in,
|
||||
EIDT_BEST will select the best available device for your operating system.
|
||||
Default: EIDT_BEST. */
|
||||
E_DEVICE_TYPE DeviceType;
|
||||
|
||||
//! Type of video driver used to render graphics.
|
||||
video::E_DRIVER_TYPE DriverType;
|
||||
|
||||
//! Size of the window or the video mode in fullscreen mode. Default: 800x600
|
||||
core::dimension2d<u32> WindowSize;
|
||||
|
||||
//! Position of the window on-screen. Default: (-1, -1) or centered.
|
||||
core::position2di WindowPosition;
|
||||
|
||||
//! Minimum Bits per pixel of the color buffer in fullscreen mode. Ignored if windowed mode. Default: 32.
|
||||
u8 Bits;
|
||||
|
||||
//! Minimum Bits per pixel of the depth buffer. Default: 24.
|
||||
u8 ZBufferBits;
|
||||
|
||||
//! Should be set to true if the device should run in fullscreen.
|
||||
/** Otherwise the device runs in windowed mode. Default: false. */
|
||||
bool Fullscreen;
|
||||
|
||||
//! Maximised window. (Only supported on SDL.) Default: false
|
||||
bool WindowMaximized;
|
||||
|
||||
//! Should a non-fullscreen window be resizable.
|
||||
/** Might not be supported by all devices. Ignored when Fullscreen is true.
|
||||
Values: 0 = not resizable, 1 = resizable, 2 = system decides default itself
|
||||
Default: 2*/
|
||||
u8 WindowResizable;
|
||||
|
||||
//! Specifies if the stencil buffer should be enabled.
|
||||
/** Set this to true, if you want the engine be able to draw
|
||||
stencil buffer shadows. Note that not all drivers are able to
|
||||
use the stencil buffer, hence it can be ignored during device
|
||||
creation. Without the stencil buffer no shadows will be drawn.
|
||||
Default: true. */
|
||||
bool Stencilbuffer;
|
||||
|
||||
//! Specifies vertical synchronization.
|
||||
/** If set to true, the driver will wait for the vertical
|
||||
retrace period, otherwise not. May be silently ignored.
|
||||
Default: false */
|
||||
bool Vsync;
|
||||
|
||||
//! Specifies if the device should use fullscreen anti aliasing
|
||||
/** Makes sharp/pixelated edges softer, but requires more
|
||||
performance. Also, 2D elements might look blurred with this
|
||||
switched on. The resulting rendering quality also depends on
|
||||
the hardware and driver you are using, your program might look
|
||||
different on different hardware with this. So if you are
|
||||
writing a game/application with AntiAlias switched on, it would
|
||||
be a good idea to make it possible to switch this option off
|
||||
again by the user.
|
||||
The value is the maximal antialiasing factor requested for
|
||||
the device. The creation method will automatically try smaller
|
||||
values if no window can be created with the given value.
|
||||
Value one is usually the same as 0 (disabled), but might be a
|
||||
special value on some platforms. On D3D devices it maps to
|
||||
NONMASKABLE.
|
||||
Default value: 0 - disabled */
|
||||
u8 AntiAlias;
|
||||
|
||||
//! Flag to enable proper sRGB and linear color handling
|
||||
/** In most situations, it is desirable to have the color handling in
|
||||
non-linear sRGB color space, and only do the intermediate color
|
||||
calculations in linear RGB space. If this flag is enabled, the device and
|
||||
driver try to assure that all color input and output are color corrected
|
||||
and only the internal color representation is linear. This means, that
|
||||
the color output is properly gamma-adjusted to provide the brighter
|
||||
colors for monitor display. And that blending and lighting give a more
|
||||
natural look, due to proper conversion from non-linear colors into linear
|
||||
color space for blend operations. If this flag is enabled, all texture colors
|
||||
(which are usually in sRGB space) are correctly displayed. However vertex colors
|
||||
and other explicitly set values have to be manually encoded in linear color space.
|
||||
Default value: false. */
|
||||
bool HandleSRGB;
|
||||
|
||||
//! Whether the main framebuffer uses an alpha channel.
|
||||
/** In some situations it might be desirable to get a color
|
||||
buffer with an alpha channel, e.g. when rendering into a
|
||||
transparent window or overlay. If this flag is set the device
|
||||
tries to create a framebuffer with alpha channel.
|
||||
If this flag is set, only color buffers with alpha channel
|
||||
are considered. Otherwise, it depends on the actual hardware
|
||||
if the colorbuffer has an alpha channel or not.
|
||||
Default value: false */
|
||||
bool WithAlphaChannel;
|
||||
|
||||
//! Whether the main framebuffer uses doublebuffering.
|
||||
/** This should be usually enabled, in order to avoid render
|
||||
artifacts on the visible framebuffer. However, it might be
|
||||
useful to use only one buffer on very small devices. If no
|
||||
doublebuffering is available, the drivers will fall back to
|
||||
single buffers. Default value: true */
|
||||
bool Doublebuffer;
|
||||
|
||||
//! Specifies if the device should ignore input events
|
||||
/** This is only relevant when using external I/O handlers.
|
||||
External windows need to take care of this themselves.
|
||||
Currently only supported by X11.
|
||||
Default value: false */
|
||||
bool IgnoreInput;
|
||||
|
||||
//! Specifies if the device should use stereo buffers
|
||||
/** Some high-end gfx cards support two framebuffers for direct
|
||||
support of stereoscopic output devices. If this flag is set the
|
||||
device tries to create a stereo context.
|
||||
Currently only supported by OpenGL.
|
||||
Default value: false */
|
||||
bool Stereobuffer;
|
||||
|
||||
//! A user created event receiver.
|
||||
IEventReceiver* EventReceiver;
|
||||
|
||||
//! Window Id.
|
||||
/** If this is set to a value other than 0, the Irrlicht Engine
|
||||
will be created in an already existing window.
|
||||
For Windows, set this to the HWND of the window you want.
|
||||
The windowSize and FullScreen options will be ignored when using
|
||||
the WindowId parameter. Default this is set to 0.
|
||||
To make Irrlicht run inside the custom window, you still will
|
||||
have to draw Irrlicht on your own. You can use this loop, as
|
||||
usual:
|
||||
\code
|
||||
while (device->run())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, 0);
|
||||
smgr->drawAll();
|
||||
driver->endScene();
|
||||
}
|
||||
\endcode
|
||||
Instead of this, you can also simply use your own message loop
|
||||
using GetMessage, DispatchMessage and whatever. Calling
|
||||
IrrlichtDevice::run() will cause Irrlicht to dispatch messages
|
||||
internally too. You need not call Device->run() if you want to
|
||||
do your own message dispatching loop, but Irrlicht will not be
|
||||
able to fetch user input then and you have to do it on your own
|
||||
using the window messages, DirectInput, or whatever. Also,
|
||||
you'll have to increment the Irrlicht timer.
|
||||
An alternative, own message dispatching loop without
|
||||
device->run() would look like this:
|
||||
\code
|
||||
MSG msg;
|
||||
while (true)
|
||||
{
|
||||
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
|
||||
if (msg.message == WM_QUIT)
|
||||
break;
|
||||
}
|
||||
|
||||
// increase virtual timer time
|
||||
device->getTimer()->tick();
|
||||
|
||||
// draw engine picture
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, 0);
|
||||
smgr->drawAll();
|
||||
driver->endScene();
|
||||
}
|
||||
\endcode
|
||||
However, there is no need to draw the picture this often. Just
|
||||
do it how you like. */
|
||||
void* WindowId;
|
||||
|
||||
//! Specifies the logging level used in the logging interface.
|
||||
/** The default value is ELL_INFORMATION. You can access the ILogger interface
|
||||
later on from the IrrlichtDevice with getLogger() and set another level.
|
||||
But if you need more or less logging information already from device creation,
|
||||
then you have to change it here.
|
||||
*/
|
||||
ELOG_LEVEL LoggingLevel;
|
||||
|
||||
//! Don't use or change this parameter.
|
||||
/** Always set it to IRRLICHT_SDK_VERSION, which is done by default.
|
||||
This is needed for sdk version checks. */
|
||||
const c8* const SDK_version_do_not_use;
|
||||
|
||||
//! Define some private data storage.
|
||||
/** Used when platform devices need access to OS specific data structures etc.
|
||||
This is only used for Android at th emoment in order to access the native
|
||||
Java RE. */
|
||||
void *PrivateData;
|
||||
|
||||
//! Set the path where default-shaders to simulate the fixed-function pipeline can be found.
|
||||
/** This is about the shaders which can be found in media/Shaders by default. It's only necessary
|
||||
to set when using OGL-ES 2.0 */
|
||||
irr::io::path OGLES2ShaderPath;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
1164
include/SMaterial.h
1164
include/SMaterial.h
File diff suppressed because it is too large
Load Diff
@ -1,247 +1,247 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_MATERIAL_LAYER_H_INCLUDED__
|
||||
#define __S_MATERIAL_LAYER_H_INCLUDED__
|
||||
|
||||
#include "matrix4.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
|
||||
//! Texture coord clamp mode outside [0.0, 1.0]
|
||||
enum E_TEXTURE_CLAMP
|
||||
{
|
||||
//! Texture repeats
|
||||
ETC_REPEAT = 0,
|
||||
//! Texture is clamped to the last pixel
|
||||
ETC_CLAMP,
|
||||
//! Texture is clamped to the edge pixel
|
||||
ETC_CLAMP_TO_EDGE,
|
||||
//! Texture is clamped to the border pixel (if exists)
|
||||
ETC_CLAMP_TO_BORDER,
|
||||
//! Texture is alternatingly mirrored (0..1..0..1..0..)
|
||||
ETC_MIRROR,
|
||||
//! Texture is mirrored once and then clamped (0..1..0)
|
||||
ETC_MIRROR_CLAMP,
|
||||
//! Texture is mirrored once and then clamped to edge
|
||||
ETC_MIRROR_CLAMP_TO_EDGE,
|
||||
//! Texture is mirrored once and then clamped to border
|
||||
ETC_MIRROR_CLAMP_TO_BORDER
|
||||
};
|
||||
static const char* const aTextureClampNames[] = {
|
||||
"texture_clamp_repeat",
|
||||
"texture_clamp_clamp",
|
||||
"texture_clamp_clamp_to_edge",
|
||||
"texture_clamp_clamp_to_border",
|
||||
"texture_clamp_mirror",
|
||||
"texture_clamp_mirror_clamp",
|
||||
"texture_clamp_mirror_clamp_to_edge",
|
||||
"texture_clamp_mirror_clamp_to_border", 0};
|
||||
|
||||
|
||||
//! Texture minification filter.
|
||||
/** Used when scaling textures down. See the documentation on OpenGL's
|
||||
`GL_TEXTURE_MIN_FILTER` for more information. */
|
||||
enum E_TEXTURE_MIN_FILTER {
|
||||
//! Aka nearest-neighbor.
|
||||
ETMINF_NEAREST_MIPMAP_NEAREST = 0,
|
||||
//! Aka bilinear.
|
||||
ETMINF_LINEAR_MIPMAP_NEAREST,
|
||||
//! Isn't known by any other name.
|
||||
ETMINF_NEAREST_MIPMAP_LINEAR,
|
||||
//! Aka trilinear.
|
||||
ETMINF_LINEAR_MIPMAP_LINEAR,
|
||||
};
|
||||
|
||||
//! Texture magnification filter.
|
||||
/** Used when scaling textures up. See the documentation on OpenGL's
|
||||
`GL_TEXTURE_MAG_FILTER` for more information.
|
||||
Note that mipmaps are only used for minification, not for magnification. */
|
||||
enum E_TEXTURE_MAG_FILTER {
|
||||
//! Aka nearest-neighbor.
|
||||
ETMAGF_NEAREST = 0,
|
||||
//! Aka bilinear.
|
||||
ETMAGF_LINEAR,
|
||||
};
|
||||
|
||||
//! Struct for holding material parameters which exist per texture layer
|
||||
// Note for implementors: Serialization is in CNullDriver
|
||||
class SMaterialLayer
|
||||
{
|
||||
public:
|
||||
//! Default constructor
|
||||
SMaterialLayer() : Texture(0), TextureWrapU(ETC_REPEAT), TextureWrapV(ETC_REPEAT), TextureWrapW(ETC_REPEAT),
|
||||
MinFilter(ETMINF_LINEAR_MIPMAP_NEAREST), MagFilter(ETMAGF_LINEAR), AnisotropicFilter(0), LODBias(0), TextureMatrix(0)
|
||||
{
|
||||
}
|
||||
|
||||
//! Copy constructor
|
||||
/** \param other Material layer to copy from. */
|
||||
SMaterialLayer(const SMaterialLayer& other)
|
||||
{
|
||||
// This pointer is checked during assignment
|
||||
TextureMatrix = 0;
|
||||
*this = other;
|
||||
}
|
||||
|
||||
//! Destructor
|
||||
~SMaterialLayer()
|
||||
{
|
||||
if ( TextureMatrix )
|
||||
{
|
||||
delete TextureMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
//! Assignment operator
|
||||
/** \param other Material layer to copy from.
|
||||
\return This material layer, updated. */
|
||||
SMaterialLayer& operator=(const SMaterialLayer& other)
|
||||
{
|
||||
// Check for self-assignment!
|
||||
if (this == &other)
|
||||
return *this;
|
||||
|
||||
Texture = other.Texture;
|
||||
if (TextureMatrix)
|
||||
{
|
||||
if (other.TextureMatrix)
|
||||
*TextureMatrix = *other.TextureMatrix;
|
||||
else
|
||||
{
|
||||
delete TextureMatrix;
|
||||
TextureMatrix = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (other.TextureMatrix)
|
||||
{
|
||||
TextureMatrix = new core::matrix4(*other.TextureMatrix);
|
||||
}
|
||||
else
|
||||
TextureMatrix = 0;
|
||||
}
|
||||
TextureWrapU = other.TextureWrapU;
|
||||
TextureWrapV = other.TextureWrapV;
|
||||
TextureWrapW = other.TextureWrapW;
|
||||
MinFilter = other.MinFilter;
|
||||
MagFilter = other.MagFilter;
|
||||
AnisotropicFilter = other.AnisotropicFilter;
|
||||
LODBias = other.LODBias;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Gets the texture transformation matrix
|
||||
/** \return Texture matrix of this layer. */
|
||||
core::matrix4& getTextureMatrix()
|
||||
{
|
||||
if (!TextureMatrix)
|
||||
{
|
||||
TextureMatrix = new core::matrix4();
|
||||
}
|
||||
return *TextureMatrix;
|
||||
}
|
||||
|
||||
//! Gets the immutable texture transformation matrix
|
||||
/** \return Texture matrix of this layer. */
|
||||
const core::matrix4& getTextureMatrix() const
|
||||
{
|
||||
if (TextureMatrix)
|
||||
return *TextureMatrix;
|
||||
else
|
||||
return core::IdentityMatrix;
|
||||
}
|
||||
|
||||
//! Sets the texture transformation matrix to mat
|
||||
/** NOTE: Pipelines can ignore this matrix when the
|
||||
texture is 0.
|
||||
\param mat New texture matrix for this layer. */
|
||||
void setTextureMatrix(const core::matrix4& mat)
|
||||
{
|
||||
if (!TextureMatrix)
|
||||
{
|
||||
TextureMatrix = new core::matrix4(mat);
|
||||
}
|
||||
else
|
||||
*TextureMatrix = mat;
|
||||
}
|
||||
|
||||
//! Inequality operator
|
||||
/** \param b Layer to compare to.
|
||||
\return True if layers are different, else false. */
|
||||
inline bool operator!=(const SMaterialLayer& b) const
|
||||
{
|
||||
bool different =
|
||||
Texture != b.Texture ||
|
||||
TextureWrapU != b.TextureWrapU ||
|
||||
TextureWrapV != b.TextureWrapV ||
|
||||
TextureWrapW != b.TextureWrapW ||
|
||||
MinFilter != b.MinFilter ||
|
||||
MagFilter != b.MagFilter ||
|
||||
AnisotropicFilter != b.AnisotropicFilter ||
|
||||
LODBias != b.LODBias;
|
||||
if (different)
|
||||
return true;
|
||||
else
|
||||
different |= (TextureMatrix != b.TextureMatrix) &&
|
||||
(!TextureMatrix || !b.TextureMatrix || (*TextureMatrix != *(b.TextureMatrix)));
|
||||
return different;
|
||||
}
|
||||
|
||||
//! Equality operator
|
||||
/** \param b Layer to compare to.
|
||||
\return True if layers are equal, else false. */
|
||||
inline bool operator==(const SMaterialLayer& b) const
|
||||
{ return !(b!=*this); }
|
||||
|
||||
//! Texture
|
||||
ITexture* Texture;
|
||||
|
||||
//! Texture Clamp Mode
|
||||
/** Values are taken from E_TEXTURE_CLAMP. */
|
||||
u8 TextureWrapU:4;
|
||||
u8 TextureWrapV:4;
|
||||
u8 TextureWrapW:4;
|
||||
|
||||
//! Minification (downscaling) filter
|
||||
E_TEXTURE_MIN_FILTER MinFilter;
|
||||
|
||||
//! Magnification (upscaling) filter
|
||||
E_TEXTURE_MAG_FILTER MagFilter;
|
||||
|
||||
//! Is anisotropic filtering enabled? Default: 0, disabled
|
||||
/** In Irrlicht you can use anisotropic texture filtering
|
||||
in conjunction with bilinear or trilinear texture
|
||||
filtering to improve rendering results. Primitives
|
||||
will look less blurry with this flag switched on. The number gives
|
||||
the maximal anisotropy degree, and is often in the range 2-16.
|
||||
Value 1 is equivalent to 0, but should be avoided. */
|
||||
u8 AnisotropicFilter;
|
||||
|
||||
//! Bias for the mipmap choosing decision.
|
||||
/** This value can make the textures more or less blurry than with the
|
||||
default value of 0. The value (divided by 8.f) is added to the mipmap level
|
||||
chosen initially, and thus takes a smaller mipmap for a region
|
||||
if the value is positive. */
|
||||
s8 LODBias;
|
||||
|
||||
private:
|
||||
friend class SMaterial;
|
||||
|
||||
//! Texture Matrix
|
||||
/** Do not access this element directly as the internal
|
||||
resource management has to cope with Null pointers etc. */
|
||||
core::matrix4* TextureMatrix;
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif // __S_MATERIAL_LAYER_H_INCLUDED__
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_MATERIAL_LAYER_H_INCLUDED__
|
||||
#define __S_MATERIAL_LAYER_H_INCLUDED__
|
||||
|
||||
#include "matrix4.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
class ITexture;
|
||||
|
||||
//! Texture coord clamp mode outside [0.0, 1.0]
|
||||
enum E_TEXTURE_CLAMP
|
||||
{
|
||||
//! Texture repeats
|
||||
ETC_REPEAT = 0,
|
||||
//! Texture is clamped to the last pixel
|
||||
ETC_CLAMP,
|
||||
//! Texture is clamped to the edge pixel
|
||||
ETC_CLAMP_TO_EDGE,
|
||||
//! Texture is clamped to the border pixel (if exists)
|
||||
ETC_CLAMP_TO_BORDER,
|
||||
//! Texture is alternatingly mirrored (0..1..0..1..0..)
|
||||
ETC_MIRROR,
|
||||
//! Texture is mirrored once and then clamped (0..1..0)
|
||||
ETC_MIRROR_CLAMP,
|
||||
//! Texture is mirrored once and then clamped to edge
|
||||
ETC_MIRROR_CLAMP_TO_EDGE,
|
||||
//! Texture is mirrored once and then clamped to border
|
||||
ETC_MIRROR_CLAMP_TO_BORDER
|
||||
};
|
||||
static const char* const aTextureClampNames[] = {
|
||||
"texture_clamp_repeat",
|
||||
"texture_clamp_clamp",
|
||||
"texture_clamp_clamp_to_edge",
|
||||
"texture_clamp_clamp_to_border",
|
||||
"texture_clamp_mirror",
|
||||
"texture_clamp_mirror_clamp",
|
||||
"texture_clamp_mirror_clamp_to_edge",
|
||||
"texture_clamp_mirror_clamp_to_border", 0};
|
||||
|
||||
|
||||
//! Texture minification filter.
|
||||
/** Used when scaling textures down. See the documentation on OpenGL's
|
||||
`GL_TEXTURE_MIN_FILTER` for more information. */
|
||||
enum E_TEXTURE_MIN_FILTER {
|
||||
//! Aka nearest-neighbor.
|
||||
ETMINF_NEAREST_MIPMAP_NEAREST = 0,
|
||||
//! Aka bilinear.
|
||||
ETMINF_LINEAR_MIPMAP_NEAREST,
|
||||
//! Isn't known by any other name.
|
||||
ETMINF_NEAREST_MIPMAP_LINEAR,
|
||||
//! Aka trilinear.
|
||||
ETMINF_LINEAR_MIPMAP_LINEAR,
|
||||
};
|
||||
|
||||
//! Texture magnification filter.
|
||||
/** Used when scaling textures up. See the documentation on OpenGL's
|
||||
`GL_TEXTURE_MAG_FILTER` for more information.
|
||||
Note that mipmaps are only used for minification, not for magnification. */
|
||||
enum E_TEXTURE_MAG_FILTER {
|
||||
//! Aka nearest-neighbor.
|
||||
ETMAGF_NEAREST = 0,
|
||||
//! Aka bilinear.
|
||||
ETMAGF_LINEAR,
|
||||
};
|
||||
|
||||
//! Struct for holding material parameters which exist per texture layer
|
||||
// Note for implementors: Serialization is in CNullDriver
|
||||
class SMaterialLayer
|
||||
{
|
||||
public:
|
||||
//! Default constructor
|
||||
SMaterialLayer() : Texture(0), TextureWrapU(ETC_REPEAT), TextureWrapV(ETC_REPEAT), TextureWrapW(ETC_REPEAT),
|
||||
MinFilter(ETMINF_LINEAR_MIPMAP_NEAREST), MagFilter(ETMAGF_LINEAR), AnisotropicFilter(0), LODBias(0), TextureMatrix(0)
|
||||
{
|
||||
}
|
||||
|
||||
//! Copy constructor
|
||||
/** \param other Material layer to copy from. */
|
||||
SMaterialLayer(const SMaterialLayer& other)
|
||||
{
|
||||
// This pointer is checked during assignment
|
||||
TextureMatrix = 0;
|
||||
*this = other;
|
||||
}
|
||||
|
||||
//! Destructor
|
||||
~SMaterialLayer()
|
||||
{
|
||||
if ( TextureMatrix )
|
||||
{
|
||||
delete TextureMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
//! Assignment operator
|
||||
/** \param other Material layer to copy from.
|
||||
\return This material layer, updated. */
|
||||
SMaterialLayer& operator=(const SMaterialLayer& other)
|
||||
{
|
||||
// Check for self-assignment!
|
||||
if (this == &other)
|
||||
return *this;
|
||||
|
||||
Texture = other.Texture;
|
||||
if (TextureMatrix)
|
||||
{
|
||||
if (other.TextureMatrix)
|
||||
*TextureMatrix = *other.TextureMatrix;
|
||||
else
|
||||
{
|
||||
delete TextureMatrix;
|
||||
TextureMatrix = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (other.TextureMatrix)
|
||||
{
|
||||
TextureMatrix = new core::matrix4(*other.TextureMatrix);
|
||||
}
|
||||
else
|
||||
TextureMatrix = 0;
|
||||
}
|
||||
TextureWrapU = other.TextureWrapU;
|
||||
TextureWrapV = other.TextureWrapV;
|
||||
TextureWrapW = other.TextureWrapW;
|
||||
MinFilter = other.MinFilter;
|
||||
MagFilter = other.MagFilter;
|
||||
AnisotropicFilter = other.AnisotropicFilter;
|
||||
LODBias = other.LODBias;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Gets the texture transformation matrix
|
||||
/** \return Texture matrix of this layer. */
|
||||
core::matrix4& getTextureMatrix()
|
||||
{
|
||||
if (!TextureMatrix)
|
||||
{
|
||||
TextureMatrix = new core::matrix4();
|
||||
}
|
||||
return *TextureMatrix;
|
||||
}
|
||||
|
||||
//! Gets the immutable texture transformation matrix
|
||||
/** \return Texture matrix of this layer. */
|
||||
const core::matrix4& getTextureMatrix() const
|
||||
{
|
||||
if (TextureMatrix)
|
||||
return *TextureMatrix;
|
||||
else
|
||||
return core::IdentityMatrix;
|
||||
}
|
||||
|
||||
//! Sets the texture transformation matrix to mat
|
||||
/** NOTE: Pipelines can ignore this matrix when the
|
||||
texture is 0.
|
||||
\param mat New texture matrix for this layer. */
|
||||
void setTextureMatrix(const core::matrix4& mat)
|
||||
{
|
||||
if (!TextureMatrix)
|
||||
{
|
||||
TextureMatrix = new core::matrix4(mat);
|
||||
}
|
||||
else
|
||||
*TextureMatrix = mat;
|
||||
}
|
||||
|
||||
//! Inequality operator
|
||||
/** \param b Layer to compare to.
|
||||
\return True if layers are different, else false. */
|
||||
inline bool operator!=(const SMaterialLayer& b) const
|
||||
{
|
||||
bool different =
|
||||
Texture != b.Texture ||
|
||||
TextureWrapU != b.TextureWrapU ||
|
||||
TextureWrapV != b.TextureWrapV ||
|
||||
TextureWrapW != b.TextureWrapW ||
|
||||
MinFilter != b.MinFilter ||
|
||||
MagFilter != b.MagFilter ||
|
||||
AnisotropicFilter != b.AnisotropicFilter ||
|
||||
LODBias != b.LODBias;
|
||||
if (different)
|
||||
return true;
|
||||
else
|
||||
different |= (TextureMatrix != b.TextureMatrix) &&
|
||||
(!TextureMatrix || !b.TextureMatrix || (*TextureMatrix != *(b.TextureMatrix)));
|
||||
return different;
|
||||
}
|
||||
|
||||
//! Equality operator
|
||||
/** \param b Layer to compare to.
|
||||
\return True if layers are equal, else false. */
|
||||
inline bool operator==(const SMaterialLayer& b) const
|
||||
{ return !(b!=*this); }
|
||||
|
||||
//! Texture
|
||||
ITexture* Texture;
|
||||
|
||||
//! Texture Clamp Mode
|
||||
/** Values are taken from E_TEXTURE_CLAMP. */
|
||||
u8 TextureWrapU:4;
|
||||
u8 TextureWrapV:4;
|
||||
u8 TextureWrapW:4;
|
||||
|
||||
//! Minification (downscaling) filter
|
||||
E_TEXTURE_MIN_FILTER MinFilter;
|
||||
|
||||
//! Magnification (upscaling) filter
|
||||
E_TEXTURE_MAG_FILTER MagFilter;
|
||||
|
||||
//! Is anisotropic filtering enabled? Default: 0, disabled
|
||||
/** In Irrlicht you can use anisotropic texture filtering
|
||||
in conjunction with bilinear or trilinear texture
|
||||
filtering to improve rendering results. Primitives
|
||||
will look less blurry with this flag switched on. The number gives
|
||||
the maximal anisotropy degree, and is often in the range 2-16.
|
||||
Value 1 is equivalent to 0, but should be avoided. */
|
||||
u8 AnisotropicFilter;
|
||||
|
||||
//! Bias for the mipmap choosing decision.
|
||||
/** This value can make the textures more or less blurry than with the
|
||||
default value of 0. The value (divided by 8.f) is added to the mipmap level
|
||||
chosen initially, and thus takes a smaller mipmap for a region
|
||||
if the value is positive. */
|
||||
s8 LODBias;
|
||||
|
||||
private:
|
||||
friend class SMaterial;
|
||||
|
||||
//! Texture Matrix
|
||||
/** Do not access this element directly as the internal
|
||||
resource management has to cope with Null pointers etc. */
|
||||
core::matrix4* TextureMatrix;
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif // __S_MATERIAL_LAYER_H_INCLUDED__
|
||||
|
292
include/SMesh.h
292
include/SMesh.h
@ -1,146 +1,146 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_MESH_H_INCLUDED__
|
||||
#define __S_MESH_H_INCLUDED__
|
||||
|
||||
#include "IMesh.h"
|
||||
#include "IMeshBuffer.h"
|
||||
#include "aabbox3d.h"
|
||||
#include "irrArray.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Simple implementation of the IMesh interface.
|
||||
struct SMesh : public IMesh
|
||||
{
|
||||
//! constructor
|
||||
SMesh()
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
setDebugName("SMesh");
|
||||
#endif
|
||||
}
|
||||
|
||||
//! destructor
|
||||
virtual ~SMesh()
|
||||
{
|
||||
// drop buffers
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->drop();
|
||||
}
|
||||
|
||||
//! clean mesh
|
||||
virtual void clear()
|
||||
{
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->drop();
|
||||
MeshBuffers.clear();
|
||||
BoundingBox.reset ( 0.f, 0.f, 0.f );
|
||||
}
|
||||
|
||||
|
||||
//! returns amount of mesh buffers.
|
||||
u32 getMeshBufferCount() const override
|
||||
{
|
||||
return MeshBuffers.size();
|
||||
}
|
||||
|
||||
//! returns pointer to a mesh buffer
|
||||
IMeshBuffer* getMeshBuffer(u32 nr) const override
|
||||
{
|
||||
return MeshBuffers[nr];
|
||||
}
|
||||
|
||||
//! returns a meshbuffer which fits a material
|
||||
/** reverse search */
|
||||
IMeshBuffer* getMeshBuffer( const video::SMaterial & material) const override
|
||||
{
|
||||
for (s32 i = (s32)MeshBuffers.size()-1; i >= 0; --i)
|
||||
{
|
||||
if ( material == MeshBuffers[i]->getMaterial())
|
||||
return MeshBuffers[i];
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//! returns an axis aligned bounding box
|
||||
const core::aabbox3d<f32>& getBoundingBox() const override
|
||||
{
|
||||
return BoundingBox;
|
||||
}
|
||||
|
||||
//! set user axis aligned bounding box
|
||||
void setBoundingBox( const core::aabbox3df& box) override
|
||||
{
|
||||
BoundingBox = box;
|
||||
}
|
||||
|
||||
//! recalculates the bounding box
|
||||
void recalculateBoundingBox()
|
||||
{
|
||||
bool hasMeshBufferBBox = false;
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
{
|
||||
const core::aabbox3df& bb = MeshBuffers[i]->getBoundingBox();
|
||||
if ( !bb.isEmpty() )
|
||||
{
|
||||
if ( !hasMeshBufferBBox )
|
||||
{
|
||||
hasMeshBufferBBox = true;
|
||||
BoundingBox = bb;
|
||||
}
|
||||
else
|
||||
{
|
||||
BoundingBox.addInternalBox(bb);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if ( !hasMeshBufferBBox )
|
||||
BoundingBox.reset(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
//! adds a MeshBuffer
|
||||
/** The bounding box is not updated automatically. */
|
||||
void addMeshBuffer(IMeshBuffer* buf)
|
||||
{
|
||||
if (buf)
|
||||
{
|
||||
buf->grab();
|
||||
MeshBuffers.push_back(buf);
|
||||
}
|
||||
}
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
|
||||
{
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->setHardwareMappingHint(newMappingHint, buffer);
|
||||
}
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->setDirty(buffer);
|
||||
}
|
||||
|
||||
//! The meshbuffers of this mesh
|
||||
core::array<IMeshBuffer*> MeshBuffers;
|
||||
|
||||
//! The bounding box of this mesh
|
||||
core::aabbox3d<f32> BoundingBox;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_MESH_H_INCLUDED__
|
||||
#define __S_MESH_H_INCLUDED__
|
||||
|
||||
#include "IMesh.h"
|
||||
#include "IMeshBuffer.h"
|
||||
#include "aabbox3d.h"
|
||||
#include "irrArray.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Simple implementation of the IMesh interface.
|
||||
struct SMesh : public IMesh
|
||||
{
|
||||
//! constructor
|
||||
SMesh()
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
setDebugName("SMesh");
|
||||
#endif
|
||||
}
|
||||
|
||||
//! destructor
|
||||
virtual ~SMesh()
|
||||
{
|
||||
// drop buffers
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->drop();
|
||||
}
|
||||
|
||||
//! clean mesh
|
||||
virtual void clear()
|
||||
{
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->drop();
|
||||
MeshBuffers.clear();
|
||||
BoundingBox.reset ( 0.f, 0.f, 0.f );
|
||||
}
|
||||
|
||||
|
||||
//! returns amount of mesh buffers.
|
||||
u32 getMeshBufferCount() const override
|
||||
{
|
||||
return MeshBuffers.size();
|
||||
}
|
||||
|
||||
//! returns pointer to a mesh buffer
|
||||
IMeshBuffer* getMeshBuffer(u32 nr) const override
|
||||
{
|
||||
return MeshBuffers[nr];
|
||||
}
|
||||
|
||||
//! returns a meshbuffer which fits a material
|
||||
/** reverse search */
|
||||
IMeshBuffer* getMeshBuffer( const video::SMaterial & material) const override
|
||||
{
|
||||
for (s32 i = (s32)MeshBuffers.size()-1; i >= 0; --i)
|
||||
{
|
||||
if ( material == MeshBuffers[i]->getMaterial())
|
||||
return MeshBuffers[i];
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//! returns an axis aligned bounding box
|
||||
const core::aabbox3d<f32>& getBoundingBox() const override
|
||||
{
|
||||
return BoundingBox;
|
||||
}
|
||||
|
||||
//! set user axis aligned bounding box
|
||||
void setBoundingBox( const core::aabbox3df& box) override
|
||||
{
|
||||
BoundingBox = box;
|
||||
}
|
||||
|
||||
//! recalculates the bounding box
|
||||
void recalculateBoundingBox()
|
||||
{
|
||||
bool hasMeshBufferBBox = false;
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
{
|
||||
const core::aabbox3df& bb = MeshBuffers[i]->getBoundingBox();
|
||||
if ( !bb.isEmpty() )
|
||||
{
|
||||
if ( !hasMeshBufferBBox )
|
||||
{
|
||||
hasMeshBufferBBox = true;
|
||||
BoundingBox = bb;
|
||||
}
|
||||
else
|
||||
{
|
||||
BoundingBox.addInternalBox(bb);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if ( !hasMeshBufferBBox )
|
||||
BoundingBox.reset(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
//! adds a MeshBuffer
|
||||
/** The bounding box is not updated automatically. */
|
||||
void addMeshBuffer(IMeshBuffer* buf)
|
||||
{
|
||||
if (buf)
|
||||
{
|
||||
buf->grab();
|
||||
MeshBuffers.push_back(buf);
|
||||
}
|
||||
}
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
|
||||
{
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->setHardwareMappingHint(newMappingHint, buffer);
|
||||
}
|
||||
|
||||
//! flags the meshbuffer as changed, reloads hardware buffers
|
||||
void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->setDirty(buffer);
|
||||
}
|
||||
|
||||
//! The meshbuffers of this mesh
|
||||
core::array<IMeshBuffer*> MeshBuffers;
|
||||
|
||||
//! The bounding box of this mesh
|
||||
core::aabbox3d<f32> BoundingBox;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
// replaced by template
|
||||
#include "CMeshBuffer.h"
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
// replaced by template
|
||||
#include "CMeshBuffer.h"
|
||||
|
||||
|
@ -1,180 +1,180 @@
|
||||
// Copyright (C) 2017 Michael Zeilfelder
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_OVERRIDE_MATERIAL_H_INCLUDED__
|
||||
#define __S_OVERRIDE_MATERIAL_H_INCLUDED__
|
||||
|
||||
#include "SMaterial.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
struct SOverrideMaterial
|
||||
{
|
||||
//! The Material values
|
||||
SMaterial Material;
|
||||
|
||||
//! Which values are overridden
|
||||
/** OR'ed values from E_MATERIAL_PROPS. */
|
||||
u32 EnableProps;
|
||||
|
||||
//! For those properties in EnableProps which affect layers, set which of the layers are affected
|
||||
bool EnableLayerProps[MATERIAL_MAX_TEXTURES];
|
||||
|
||||
//! Which textures are overridden
|
||||
bool EnableTextures[MATERIAL_MAX_TEXTURES];
|
||||
|
||||
//! Overwrite complete layers (settings of EnableLayerProps and EnableTextures don't matter then for layer data)
|
||||
bool EnableLayers[MATERIAL_MAX_TEXTURES];
|
||||
|
||||
//! Set in which render passes the material override is active.
|
||||
/** OR'ed values from E_SCENE_NODE_RENDER_PASS. */
|
||||
u16 EnablePasses;
|
||||
|
||||
//! Global enable flag, overwritten by the SceneManager in each pass
|
||||
/** NOTE: This is generally _not_ set by users of the engine, but the
|
||||
Scenemanager uses the EnablePass array and sets Enabled to true if the
|
||||
Override material is enabled in the current pass.
|
||||
As user you generally _only_ set EnablePasses.
|
||||
The exception is when rendering without SceneManager but using draw calls in the VideoDriver. */
|
||||
bool Enabled;
|
||||
|
||||
struct SMaterialTypeReplacement
|
||||
{
|
||||
SMaterialTypeReplacement(s32 original, u32 replacement) : Original(original), Replacement(replacement) {}
|
||||
SMaterialTypeReplacement(u32 replacement) : Original(-1), Replacement(replacement) {}
|
||||
|
||||
//! SMaterial.MaterialType to replace.
|
||||
//! -1 for all types or a specific value to only replace that one (which is either one of E_MATERIAL_TYPE or a shader material id)
|
||||
s32 Original;
|
||||
|
||||
//! MaterialType to used to override Original (either one of E_MATERIAL_TYPE or a shader material id)
|
||||
u32 Replacement;
|
||||
};
|
||||
|
||||
//! To overwrite SMaterial::MaterialType
|
||||
core::array<SMaterialTypeReplacement> MaterialTypes;
|
||||
|
||||
//! Default constructor
|
||||
SOverrideMaterial() : EnableProps(0), EnablePasses(0), Enabled(false)
|
||||
{
|
||||
}
|
||||
|
||||
//! disable overrides and reset all properties
|
||||
void reset()
|
||||
{
|
||||
EnableProps = 0;
|
||||
EnablePasses = 0;
|
||||
Enabled = false;
|
||||
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
EnableLayerProps[i] = true; // doesn't do anything unless EnableProps is set, just saying by default all texture layers are affected by properties
|
||||
EnableTextures[i] = false;
|
||||
EnableLayers[i] = false;
|
||||
}
|
||||
MaterialTypes.clear();
|
||||
}
|
||||
|
||||
//! Apply the enabled overrides
|
||||
void apply(SMaterial& material)
|
||||
{
|
||||
if (Enabled)
|
||||
{
|
||||
for (u32 i = 0; i < MaterialTypes.size(); ++i)
|
||||
{
|
||||
const SMaterialTypeReplacement& mtr = MaterialTypes[i];
|
||||
if (mtr.Original < 0 || (s32)mtr.Original == material.MaterialType)
|
||||
material.MaterialType = (E_MATERIAL_TYPE)mtr.Replacement;
|
||||
}
|
||||
for (u32 f=0; f<32; ++f)
|
||||
{
|
||||
const u32 num=(1<<f);
|
||||
if (EnableProps & num)
|
||||
{
|
||||
switch (num)
|
||||
{
|
||||
case EMP_WIREFRAME: material.Wireframe = Material.Wireframe; break;
|
||||
case EMP_POINTCLOUD: material.PointCloud = Material.PointCloud; break;
|
||||
case EMP_GOURAUD_SHADING: material.GouraudShading = Material.GouraudShading; break;
|
||||
case EMP_LIGHTING: material.Lighting = Material.Lighting; break;
|
||||
case EMP_ZBUFFER: material.ZBuffer = Material.ZBuffer; break;
|
||||
case EMP_ZWRITE_ENABLE: material.ZWriteEnable = Material.ZWriteEnable; break;
|
||||
case EMP_BACK_FACE_CULLING: material.BackfaceCulling = Material.BackfaceCulling; break;
|
||||
case EMP_FRONT_FACE_CULLING: material.FrontfaceCulling = Material.FrontfaceCulling; break;
|
||||
case EMP_MIN_FILTER:
|
||||
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
if ( EnableLayerProps[i] )
|
||||
{
|
||||
material.TextureLayers[i].MinFilter = Material.TextureLayers[i].MinFilter;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_MAG_FILTER:
|
||||
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
if ( EnableLayerProps[i] )
|
||||
{
|
||||
material.TextureLayers[i].MagFilter = Material.TextureLayers[i].MagFilter;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_ANISOTROPIC_FILTER:
|
||||
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
if ( EnableLayerProps[i] )
|
||||
{
|
||||
material.TextureLayers[i].AnisotropicFilter = Material.TextureLayers[i].AnisotropicFilter;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_FOG_ENABLE: material.FogEnable = Material.FogEnable; break;
|
||||
case EMP_NORMALIZE_NORMALS: material.NormalizeNormals = Material.NormalizeNormals; break;
|
||||
case EMP_TEXTURE_WRAP:
|
||||
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
if ( EnableLayerProps[i] )
|
||||
{
|
||||
material.TextureLayers[i].TextureWrapU = Material.TextureLayers[i].TextureWrapU;
|
||||
material.TextureLayers[i].TextureWrapV = Material.TextureLayers[i].TextureWrapV;
|
||||
material.TextureLayers[i].TextureWrapW = Material.TextureLayers[i].TextureWrapW;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_ANTI_ALIASING: material.AntiAliasing = Material.AntiAliasing; break;
|
||||
case EMP_COLOR_MASK: material.ColorMask = Material.ColorMask; break;
|
||||
case EMP_COLOR_MATERIAL: material.ColorMaterial = Material.ColorMaterial; break;
|
||||
case EMP_USE_MIP_MAPS: material.UseMipMaps = Material.UseMipMaps; break;
|
||||
case EMP_BLEND_OPERATION: material.BlendOperation = Material.BlendOperation; break;
|
||||
case EMP_BLEND_FACTOR: material.BlendFactor = Material.BlendFactor; break;
|
||||
case EMP_POLYGON_OFFSET:
|
||||
material.PolygonOffsetDepthBias = Material.PolygonOffsetDepthBias;
|
||||
material.PolygonOffsetSlopeScale = Material.PolygonOffsetSlopeScale;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
for(u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i )
|
||||
{
|
||||
if ( EnableLayers[i] )
|
||||
{
|
||||
material.TextureLayers[i] = Material.TextureLayers[i];
|
||||
}
|
||||
else if ( EnableTextures[i] )
|
||||
{
|
||||
material.TextureLayers[i].Texture = Material.TextureLayers[i].Texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif // __S_OVERRIDE_MATERIAL_H_INCLUDED__
|
||||
|
||||
// Copyright (C) 2017 Michael Zeilfelder
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_OVERRIDE_MATERIAL_H_INCLUDED__
|
||||
#define __S_OVERRIDE_MATERIAL_H_INCLUDED__
|
||||
|
||||
#include "SMaterial.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
|
||||
struct SOverrideMaterial
|
||||
{
|
||||
//! The Material values
|
||||
SMaterial Material;
|
||||
|
||||
//! Which values are overridden
|
||||
/** OR'ed values from E_MATERIAL_PROPS. */
|
||||
u32 EnableProps;
|
||||
|
||||
//! For those properties in EnableProps which affect layers, set which of the layers are affected
|
||||
bool EnableLayerProps[MATERIAL_MAX_TEXTURES];
|
||||
|
||||
//! Which textures are overridden
|
||||
bool EnableTextures[MATERIAL_MAX_TEXTURES];
|
||||
|
||||
//! Overwrite complete layers (settings of EnableLayerProps and EnableTextures don't matter then for layer data)
|
||||
bool EnableLayers[MATERIAL_MAX_TEXTURES];
|
||||
|
||||
//! Set in which render passes the material override is active.
|
||||
/** OR'ed values from E_SCENE_NODE_RENDER_PASS. */
|
||||
u16 EnablePasses;
|
||||
|
||||
//! Global enable flag, overwritten by the SceneManager in each pass
|
||||
/** NOTE: This is generally _not_ set by users of the engine, but the
|
||||
Scenemanager uses the EnablePass array and sets Enabled to true if the
|
||||
Override material is enabled in the current pass.
|
||||
As user you generally _only_ set EnablePasses.
|
||||
The exception is when rendering without SceneManager but using draw calls in the VideoDriver. */
|
||||
bool Enabled;
|
||||
|
||||
struct SMaterialTypeReplacement
|
||||
{
|
||||
SMaterialTypeReplacement(s32 original, u32 replacement) : Original(original), Replacement(replacement) {}
|
||||
SMaterialTypeReplacement(u32 replacement) : Original(-1), Replacement(replacement) {}
|
||||
|
||||
//! SMaterial.MaterialType to replace.
|
||||
//! -1 for all types or a specific value to only replace that one (which is either one of E_MATERIAL_TYPE or a shader material id)
|
||||
s32 Original;
|
||||
|
||||
//! MaterialType to used to override Original (either one of E_MATERIAL_TYPE or a shader material id)
|
||||
u32 Replacement;
|
||||
};
|
||||
|
||||
//! To overwrite SMaterial::MaterialType
|
||||
core::array<SMaterialTypeReplacement> MaterialTypes;
|
||||
|
||||
//! Default constructor
|
||||
SOverrideMaterial() : EnableProps(0), EnablePasses(0), Enabled(false)
|
||||
{
|
||||
}
|
||||
|
||||
//! disable overrides and reset all properties
|
||||
void reset()
|
||||
{
|
||||
EnableProps = 0;
|
||||
EnablePasses = 0;
|
||||
Enabled = false;
|
||||
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
EnableLayerProps[i] = true; // doesn't do anything unless EnableProps is set, just saying by default all texture layers are affected by properties
|
||||
EnableTextures[i] = false;
|
||||
EnableLayers[i] = false;
|
||||
}
|
||||
MaterialTypes.clear();
|
||||
}
|
||||
|
||||
//! Apply the enabled overrides
|
||||
void apply(SMaterial& material)
|
||||
{
|
||||
if (Enabled)
|
||||
{
|
||||
for (u32 i = 0; i < MaterialTypes.size(); ++i)
|
||||
{
|
||||
const SMaterialTypeReplacement& mtr = MaterialTypes[i];
|
||||
if (mtr.Original < 0 || (s32)mtr.Original == material.MaterialType)
|
||||
material.MaterialType = (E_MATERIAL_TYPE)mtr.Replacement;
|
||||
}
|
||||
for (u32 f=0; f<32; ++f)
|
||||
{
|
||||
const u32 num=(1<<f);
|
||||
if (EnableProps & num)
|
||||
{
|
||||
switch (num)
|
||||
{
|
||||
case EMP_WIREFRAME: material.Wireframe = Material.Wireframe; break;
|
||||
case EMP_POINTCLOUD: material.PointCloud = Material.PointCloud; break;
|
||||
case EMP_GOURAUD_SHADING: material.GouraudShading = Material.GouraudShading; break;
|
||||
case EMP_LIGHTING: material.Lighting = Material.Lighting; break;
|
||||
case EMP_ZBUFFER: material.ZBuffer = Material.ZBuffer; break;
|
||||
case EMP_ZWRITE_ENABLE: material.ZWriteEnable = Material.ZWriteEnable; break;
|
||||
case EMP_BACK_FACE_CULLING: material.BackfaceCulling = Material.BackfaceCulling; break;
|
||||
case EMP_FRONT_FACE_CULLING: material.FrontfaceCulling = Material.FrontfaceCulling; break;
|
||||
case EMP_MIN_FILTER:
|
||||
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
if ( EnableLayerProps[i] )
|
||||
{
|
||||
material.TextureLayers[i].MinFilter = Material.TextureLayers[i].MinFilter;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_MAG_FILTER:
|
||||
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
if ( EnableLayerProps[i] )
|
||||
{
|
||||
material.TextureLayers[i].MagFilter = Material.TextureLayers[i].MagFilter;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_ANISOTROPIC_FILTER:
|
||||
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
if ( EnableLayerProps[i] )
|
||||
{
|
||||
material.TextureLayers[i].AnisotropicFilter = Material.TextureLayers[i].AnisotropicFilter;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_FOG_ENABLE: material.FogEnable = Material.FogEnable; break;
|
||||
case EMP_NORMALIZE_NORMALS: material.NormalizeNormals = Material.NormalizeNormals; break;
|
||||
case EMP_TEXTURE_WRAP:
|
||||
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
if ( EnableLayerProps[i] )
|
||||
{
|
||||
material.TextureLayers[i].TextureWrapU = Material.TextureLayers[i].TextureWrapU;
|
||||
material.TextureLayers[i].TextureWrapV = Material.TextureLayers[i].TextureWrapV;
|
||||
material.TextureLayers[i].TextureWrapW = Material.TextureLayers[i].TextureWrapW;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMP_ANTI_ALIASING: material.AntiAliasing = Material.AntiAliasing; break;
|
||||
case EMP_COLOR_MASK: material.ColorMask = Material.ColorMask; break;
|
||||
case EMP_COLOR_MATERIAL: material.ColorMaterial = Material.ColorMaterial; break;
|
||||
case EMP_USE_MIP_MAPS: material.UseMipMaps = Material.UseMipMaps; break;
|
||||
case EMP_BLEND_OPERATION: material.BlendOperation = Material.BlendOperation; break;
|
||||
case EMP_BLEND_FACTOR: material.BlendFactor = Material.BlendFactor; break;
|
||||
case EMP_POLYGON_OFFSET:
|
||||
material.PolygonOffsetDepthBias = Material.PolygonOffsetDepthBias;
|
||||
material.PolygonOffsetSlopeScale = Material.PolygonOffsetSlopeScale;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
for(u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i )
|
||||
{
|
||||
if ( EnableLayers[i] )
|
||||
{
|
||||
material.TextureLayers[i] = Material.TextureLayers[i];
|
||||
}
|
||||
else if ( EnableTextures[i] )
|
||||
{
|
||||
material.TextureLayers[i].Texture = Material.TextureLayers[i].Texture;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif // __S_OVERRIDE_MATERIAL_H_INCLUDED__
|
||||
|
||||
|
@ -1,432 +1,432 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_SKIN_MESH_BUFFER_H_INCLUDED__
|
||||
#define __I_SKIN_MESH_BUFFER_H_INCLUDED__
|
||||
|
||||
#include "IMeshBuffer.h"
|
||||
#include "S3DVertex.h"
|
||||
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
|
||||
//! A mesh buffer able to choose between S3DVertex2TCoords, S3DVertex and S3DVertexTangents at runtime
|
||||
struct SSkinMeshBuffer : public IMeshBuffer
|
||||
{
|
||||
//! Default constructor
|
||||
SSkinMeshBuffer(video::E_VERTEX_TYPE vt=video::EVT_STANDARD) :
|
||||
ChangedID_Vertex(1), ChangedID_Index(1), VertexType(vt),
|
||||
PrimitiveType(EPT_TRIANGLES),
|
||||
MappingHint_Vertex(EHM_NEVER), MappingHint_Index(EHM_NEVER),
|
||||
HWBuffer(NULL),
|
||||
BoundingBoxNeedsRecalculated(true)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
setDebugName("SSkinMeshBuffer");
|
||||
#endif
|
||||
}
|
||||
|
||||
//! Get Material of this buffer.
|
||||
const video::SMaterial& getMaterial() const override
|
||||
{
|
||||
return Material;
|
||||
}
|
||||
|
||||
//! Get Material of this buffer.
|
||||
video::SMaterial& getMaterial() override
|
||||
{
|
||||
return Material;
|
||||
}
|
||||
|
||||
//! Get standard vertex at given index
|
||||
virtual video::S3DVertex *getVertex(u32 index)
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return (video::S3DVertex*)&Vertices_2TCoords[index];
|
||||
case video::EVT_TANGENTS:
|
||||
return (video::S3DVertex*)&Vertices_Tangents[index];
|
||||
default:
|
||||
return &Vertices_Standard[index];
|
||||
}
|
||||
}
|
||||
|
||||
//! Get pointer to vertex array
|
||||
const void* getVertices() const override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords.const_pointer();
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents.const_pointer();
|
||||
default:
|
||||
return Vertices_Standard.const_pointer();
|
||||
}
|
||||
}
|
||||
|
||||
//! Get pointer to vertex array
|
||||
void* getVertices() override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords.pointer();
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents.pointer();
|
||||
default:
|
||||
return Vertices_Standard.pointer();
|
||||
}
|
||||
}
|
||||
|
||||
//! Get vertex count
|
||||
u32 getVertexCount() const override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords.size();
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents.size();
|
||||
default:
|
||||
return Vertices_Standard.size();
|
||||
}
|
||||
}
|
||||
|
||||
//! Get type of index data which is stored in this meshbuffer.
|
||||
/** \return Index type of this buffer. */
|
||||
video::E_INDEX_TYPE getIndexType() const override
|
||||
{
|
||||
return video::EIT_16BIT;
|
||||
}
|
||||
|
||||
//! Get pointer to index array
|
||||
const u16* getIndices() const override
|
||||
{
|
||||
return Indices.const_pointer();
|
||||
}
|
||||
|
||||
//! Get pointer to index array
|
||||
u16* getIndices() override
|
||||
{
|
||||
return Indices.pointer();
|
||||
}
|
||||
|
||||
//! Get index count
|
||||
u32 getIndexCount() const override
|
||||
{
|
||||
return Indices.size();
|
||||
}
|
||||
|
||||
//! Get bounding box
|
||||
const core::aabbox3d<f32>& getBoundingBox() const override
|
||||
{
|
||||
return BoundingBox;
|
||||
}
|
||||
|
||||
//! Set bounding box
|
||||
void setBoundingBox( const core::aabbox3df& box) override
|
||||
{
|
||||
BoundingBox = box;
|
||||
}
|
||||
|
||||
//! Recalculate bounding box
|
||||
void recalculateBoundingBox() override
|
||||
{
|
||||
if(!BoundingBoxNeedsRecalculated)
|
||||
return;
|
||||
|
||||
BoundingBoxNeedsRecalculated = false;
|
||||
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_STANDARD:
|
||||
{
|
||||
if (Vertices_Standard.empty())
|
||||
BoundingBox.reset(0,0,0);
|
||||
else
|
||||
{
|
||||
BoundingBox.reset(Vertices_Standard[0].Pos);
|
||||
for (u32 i=1; i<Vertices_Standard.size(); ++i)
|
||||
BoundingBox.addInternalPoint(Vertices_Standard[i].Pos);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case video::EVT_2TCOORDS:
|
||||
{
|
||||
if (Vertices_2TCoords.empty())
|
||||
BoundingBox.reset(0,0,0);
|
||||
else
|
||||
{
|
||||
BoundingBox.reset(Vertices_2TCoords[0].Pos);
|
||||
for (u32 i=1; i<Vertices_2TCoords.size(); ++i)
|
||||
BoundingBox.addInternalPoint(Vertices_2TCoords[i].Pos);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case video::EVT_TANGENTS:
|
||||
{
|
||||
if (Vertices_Tangents.empty())
|
||||
BoundingBox.reset(0,0,0);
|
||||
else
|
||||
{
|
||||
BoundingBox.reset(Vertices_Tangents[0].Pos);
|
||||
for (u32 i=1; i<Vertices_Tangents.size(); ++i)
|
||||
BoundingBox.addInternalPoint(Vertices_Tangents[i].Pos);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//! Get vertex type
|
||||
video::E_VERTEX_TYPE getVertexType() const override
|
||||
{
|
||||
return VertexType;
|
||||
}
|
||||
|
||||
//! Convert to 2tcoords vertex type
|
||||
void convertTo2TCoords()
|
||||
{
|
||||
if (VertexType==video::EVT_STANDARD)
|
||||
{
|
||||
for(u32 n=0;n<Vertices_Standard.size();++n)
|
||||
{
|
||||
video::S3DVertex2TCoords Vertex;
|
||||
Vertex.Color=Vertices_Standard[n].Color;
|
||||
Vertex.Pos=Vertices_Standard[n].Pos;
|
||||
Vertex.Normal=Vertices_Standard[n].Normal;
|
||||
Vertex.TCoords=Vertices_Standard[n].TCoords;
|
||||
Vertices_2TCoords.push_back(Vertex);
|
||||
}
|
||||
Vertices_Standard.clear();
|
||||
VertexType=video::EVT_2TCOORDS;
|
||||
}
|
||||
}
|
||||
|
||||
//! Convert to tangents vertex type
|
||||
void convertToTangents()
|
||||
{
|
||||
if (VertexType==video::EVT_STANDARD)
|
||||
{
|
||||
for(u32 n=0;n<Vertices_Standard.size();++n)
|
||||
{
|
||||
video::S3DVertexTangents Vertex;
|
||||
Vertex.Color=Vertices_Standard[n].Color;
|
||||
Vertex.Pos=Vertices_Standard[n].Pos;
|
||||
Vertex.Normal=Vertices_Standard[n].Normal;
|
||||
Vertex.TCoords=Vertices_Standard[n].TCoords;
|
||||
Vertices_Tangents.push_back(Vertex);
|
||||
}
|
||||
Vertices_Standard.clear();
|
||||
VertexType=video::EVT_TANGENTS;
|
||||
}
|
||||
else if (VertexType==video::EVT_2TCOORDS)
|
||||
{
|
||||
for(u32 n=0;n<Vertices_2TCoords.size();++n)
|
||||
{
|
||||
video::S3DVertexTangents Vertex;
|
||||
Vertex.Color=Vertices_2TCoords[n].Color;
|
||||
Vertex.Pos=Vertices_2TCoords[n].Pos;
|
||||
Vertex.Normal=Vertices_2TCoords[n].Normal;
|
||||
Vertex.TCoords=Vertices_2TCoords[n].TCoords;
|
||||
Vertices_Tangents.push_back(Vertex);
|
||||
}
|
||||
Vertices_2TCoords.clear();
|
||||
VertexType=video::EVT_TANGENTS;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns position of vertex i
|
||||
const core::vector3df& getPosition(u32 i) const override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Pos;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Pos;
|
||||
default:
|
||||
return Vertices_Standard[i].Pos;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns position of vertex i
|
||||
core::vector3df& getPosition(u32 i) override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Pos;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Pos;
|
||||
default:
|
||||
return Vertices_Standard[i].Pos;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns normal of vertex i
|
||||
const core::vector3df& getNormal(u32 i) const override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Normal;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Normal;
|
||||
default:
|
||||
return Vertices_Standard[i].Normal;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns normal of vertex i
|
||||
core::vector3df& getNormal(u32 i) override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Normal;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Normal;
|
||||
default:
|
||||
return Vertices_Standard[i].Normal;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns texture coords of vertex i
|
||||
const core::vector2df& getTCoords(u32 i) const override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].TCoords;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].TCoords;
|
||||
default:
|
||||
return Vertices_Standard[i].TCoords;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns texture coords of vertex i
|
||||
core::vector2df& getTCoords(u32 i) override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].TCoords;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].TCoords;
|
||||
default:
|
||||
return Vertices_Standard[i].TCoords;
|
||||
}
|
||||
}
|
||||
|
||||
//! append the vertices and indices to the current buffer
|
||||
void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) override {}
|
||||
|
||||
//! append the meshbuffer to the current buffer
|
||||
void append(const IMeshBuffer* const other) override {}
|
||||
|
||||
//! get the current hardware mapping hint for vertex buffers
|
||||
E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const override
|
||||
{
|
||||
return MappingHint_Vertex;
|
||||
}
|
||||
|
||||
//! get the current hardware mapping hint for index buffers
|
||||
E_HARDWARE_MAPPING getHardwareMappingHint_Index() const override
|
||||
{
|
||||
return MappingHint_Index;
|
||||
}
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX ) override
|
||||
{
|
||||
if (Buffer==EBT_VERTEX)
|
||||
MappingHint_Vertex=NewMappingHint;
|
||||
else if (Buffer==EBT_INDEX)
|
||||
MappingHint_Index=NewMappingHint;
|
||||
else if (Buffer==EBT_VERTEX_AND_INDEX)
|
||||
{
|
||||
MappingHint_Vertex=NewMappingHint;
|
||||
MappingHint_Index=NewMappingHint;
|
||||
}
|
||||
}
|
||||
|
||||
//! Describe what kind of primitive geometry is used by the meshbuffer
|
||||
void setPrimitiveType(E_PRIMITIVE_TYPE type) override
|
||||
{
|
||||
PrimitiveType = type;
|
||||
}
|
||||
|
||||
//! Get the kind of primitive geometry which is used by the meshbuffer
|
||||
E_PRIMITIVE_TYPE getPrimitiveType() const override
|
||||
{
|
||||
return PrimitiveType;
|
||||
}
|
||||
|
||||
//! flags the mesh as changed, reloads hardware buffers
|
||||
void setDirty(E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_VERTEX)
|
||||
++ChangedID_Vertex;
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
|
||||
++ChangedID_Index;
|
||||
}
|
||||
|
||||
u32 getChangedID_Vertex() const override {return ChangedID_Vertex;}
|
||||
|
||||
u32 getChangedID_Index() const override {return ChangedID_Index;}
|
||||
|
||||
void setHWBuffer(void *ptr) const override {
|
||||
HWBuffer = ptr;
|
||||
}
|
||||
|
||||
void *getHWBuffer() const override {
|
||||
return HWBuffer;
|
||||
}
|
||||
|
||||
|
||||
//! Call this after changing the positions of any vertex.
|
||||
void boundingBoxNeedsRecalculated(void) { BoundingBoxNeedsRecalculated = true; }
|
||||
|
||||
core::array<video::S3DVertexTangents> Vertices_Tangents;
|
||||
core::array<video::S3DVertex2TCoords> Vertices_2TCoords;
|
||||
core::array<video::S3DVertex> Vertices_Standard;
|
||||
core::array<u16> Indices;
|
||||
|
||||
u32 ChangedID_Vertex;
|
||||
u32 ChangedID_Index;
|
||||
|
||||
//ISkinnedMesh::SJoint *AttachedJoint;
|
||||
core::matrix4 Transformation;
|
||||
|
||||
video::SMaterial Material;
|
||||
video::E_VERTEX_TYPE VertexType;
|
||||
|
||||
core::aabbox3d<f32> BoundingBox;
|
||||
|
||||
//! Primitive type used for rendering (triangles, lines, ...)
|
||||
E_PRIMITIVE_TYPE PrimitiveType;
|
||||
|
||||
// hardware mapping hint
|
||||
E_HARDWARE_MAPPING MappingHint_Vertex:3;
|
||||
E_HARDWARE_MAPPING MappingHint_Index:3;
|
||||
|
||||
mutable void *HWBuffer;
|
||||
|
||||
bool BoundingBoxNeedsRecalculated:1;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_SKIN_MESH_BUFFER_H_INCLUDED__
|
||||
#define __I_SKIN_MESH_BUFFER_H_INCLUDED__
|
||||
|
||||
#include "IMeshBuffer.h"
|
||||
#include "S3DVertex.h"
|
||||
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
|
||||
//! A mesh buffer able to choose between S3DVertex2TCoords, S3DVertex and S3DVertexTangents at runtime
|
||||
struct SSkinMeshBuffer : public IMeshBuffer
|
||||
{
|
||||
//! Default constructor
|
||||
SSkinMeshBuffer(video::E_VERTEX_TYPE vt=video::EVT_STANDARD) :
|
||||
ChangedID_Vertex(1), ChangedID_Index(1), VertexType(vt),
|
||||
PrimitiveType(EPT_TRIANGLES),
|
||||
MappingHint_Vertex(EHM_NEVER), MappingHint_Index(EHM_NEVER),
|
||||
HWBuffer(NULL),
|
||||
BoundingBoxNeedsRecalculated(true)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
setDebugName("SSkinMeshBuffer");
|
||||
#endif
|
||||
}
|
||||
|
||||
//! Get Material of this buffer.
|
||||
const video::SMaterial& getMaterial() const override
|
||||
{
|
||||
return Material;
|
||||
}
|
||||
|
||||
//! Get Material of this buffer.
|
||||
video::SMaterial& getMaterial() override
|
||||
{
|
||||
return Material;
|
||||
}
|
||||
|
||||
//! Get standard vertex at given index
|
||||
virtual video::S3DVertex *getVertex(u32 index)
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return (video::S3DVertex*)&Vertices_2TCoords[index];
|
||||
case video::EVT_TANGENTS:
|
||||
return (video::S3DVertex*)&Vertices_Tangents[index];
|
||||
default:
|
||||
return &Vertices_Standard[index];
|
||||
}
|
||||
}
|
||||
|
||||
//! Get pointer to vertex array
|
||||
const void* getVertices() const override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords.const_pointer();
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents.const_pointer();
|
||||
default:
|
||||
return Vertices_Standard.const_pointer();
|
||||
}
|
||||
}
|
||||
|
||||
//! Get pointer to vertex array
|
||||
void* getVertices() override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords.pointer();
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents.pointer();
|
||||
default:
|
||||
return Vertices_Standard.pointer();
|
||||
}
|
||||
}
|
||||
|
||||
//! Get vertex count
|
||||
u32 getVertexCount() const override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords.size();
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents.size();
|
||||
default:
|
||||
return Vertices_Standard.size();
|
||||
}
|
||||
}
|
||||
|
||||
//! Get type of index data which is stored in this meshbuffer.
|
||||
/** \return Index type of this buffer. */
|
||||
video::E_INDEX_TYPE getIndexType() const override
|
||||
{
|
||||
return video::EIT_16BIT;
|
||||
}
|
||||
|
||||
//! Get pointer to index array
|
||||
const u16* getIndices() const override
|
||||
{
|
||||
return Indices.const_pointer();
|
||||
}
|
||||
|
||||
//! Get pointer to index array
|
||||
u16* getIndices() override
|
||||
{
|
||||
return Indices.pointer();
|
||||
}
|
||||
|
||||
//! Get index count
|
||||
u32 getIndexCount() const override
|
||||
{
|
||||
return Indices.size();
|
||||
}
|
||||
|
||||
//! Get bounding box
|
||||
const core::aabbox3d<f32>& getBoundingBox() const override
|
||||
{
|
||||
return BoundingBox;
|
||||
}
|
||||
|
||||
//! Set bounding box
|
||||
void setBoundingBox( const core::aabbox3df& box) override
|
||||
{
|
||||
BoundingBox = box;
|
||||
}
|
||||
|
||||
//! Recalculate bounding box
|
||||
void recalculateBoundingBox() override
|
||||
{
|
||||
if(!BoundingBoxNeedsRecalculated)
|
||||
return;
|
||||
|
||||
BoundingBoxNeedsRecalculated = false;
|
||||
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_STANDARD:
|
||||
{
|
||||
if (Vertices_Standard.empty())
|
||||
BoundingBox.reset(0,0,0);
|
||||
else
|
||||
{
|
||||
BoundingBox.reset(Vertices_Standard[0].Pos);
|
||||
for (u32 i=1; i<Vertices_Standard.size(); ++i)
|
||||
BoundingBox.addInternalPoint(Vertices_Standard[i].Pos);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case video::EVT_2TCOORDS:
|
||||
{
|
||||
if (Vertices_2TCoords.empty())
|
||||
BoundingBox.reset(0,0,0);
|
||||
else
|
||||
{
|
||||
BoundingBox.reset(Vertices_2TCoords[0].Pos);
|
||||
for (u32 i=1; i<Vertices_2TCoords.size(); ++i)
|
||||
BoundingBox.addInternalPoint(Vertices_2TCoords[i].Pos);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case video::EVT_TANGENTS:
|
||||
{
|
||||
if (Vertices_Tangents.empty())
|
||||
BoundingBox.reset(0,0,0);
|
||||
else
|
||||
{
|
||||
BoundingBox.reset(Vertices_Tangents[0].Pos);
|
||||
for (u32 i=1; i<Vertices_Tangents.size(); ++i)
|
||||
BoundingBox.addInternalPoint(Vertices_Tangents[i].Pos);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//! Get vertex type
|
||||
video::E_VERTEX_TYPE getVertexType() const override
|
||||
{
|
||||
return VertexType;
|
||||
}
|
||||
|
||||
//! Convert to 2tcoords vertex type
|
||||
void convertTo2TCoords()
|
||||
{
|
||||
if (VertexType==video::EVT_STANDARD)
|
||||
{
|
||||
for(u32 n=0;n<Vertices_Standard.size();++n)
|
||||
{
|
||||
video::S3DVertex2TCoords Vertex;
|
||||
Vertex.Color=Vertices_Standard[n].Color;
|
||||
Vertex.Pos=Vertices_Standard[n].Pos;
|
||||
Vertex.Normal=Vertices_Standard[n].Normal;
|
||||
Vertex.TCoords=Vertices_Standard[n].TCoords;
|
||||
Vertices_2TCoords.push_back(Vertex);
|
||||
}
|
||||
Vertices_Standard.clear();
|
||||
VertexType=video::EVT_2TCOORDS;
|
||||
}
|
||||
}
|
||||
|
||||
//! Convert to tangents vertex type
|
||||
void convertToTangents()
|
||||
{
|
||||
if (VertexType==video::EVT_STANDARD)
|
||||
{
|
||||
for(u32 n=0;n<Vertices_Standard.size();++n)
|
||||
{
|
||||
video::S3DVertexTangents Vertex;
|
||||
Vertex.Color=Vertices_Standard[n].Color;
|
||||
Vertex.Pos=Vertices_Standard[n].Pos;
|
||||
Vertex.Normal=Vertices_Standard[n].Normal;
|
||||
Vertex.TCoords=Vertices_Standard[n].TCoords;
|
||||
Vertices_Tangents.push_back(Vertex);
|
||||
}
|
||||
Vertices_Standard.clear();
|
||||
VertexType=video::EVT_TANGENTS;
|
||||
}
|
||||
else if (VertexType==video::EVT_2TCOORDS)
|
||||
{
|
||||
for(u32 n=0;n<Vertices_2TCoords.size();++n)
|
||||
{
|
||||
video::S3DVertexTangents Vertex;
|
||||
Vertex.Color=Vertices_2TCoords[n].Color;
|
||||
Vertex.Pos=Vertices_2TCoords[n].Pos;
|
||||
Vertex.Normal=Vertices_2TCoords[n].Normal;
|
||||
Vertex.TCoords=Vertices_2TCoords[n].TCoords;
|
||||
Vertices_Tangents.push_back(Vertex);
|
||||
}
|
||||
Vertices_2TCoords.clear();
|
||||
VertexType=video::EVT_TANGENTS;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns position of vertex i
|
||||
const core::vector3df& getPosition(u32 i) const override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Pos;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Pos;
|
||||
default:
|
||||
return Vertices_Standard[i].Pos;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns position of vertex i
|
||||
core::vector3df& getPosition(u32 i) override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Pos;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Pos;
|
||||
default:
|
||||
return Vertices_Standard[i].Pos;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns normal of vertex i
|
||||
const core::vector3df& getNormal(u32 i) const override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Normal;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Normal;
|
||||
default:
|
||||
return Vertices_Standard[i].Normal;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns normal of vertex i
|
||||
core::vector3df& getNormal(u32 i) override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].Normal;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].Normal;
|
||||
default:
|
||||
return Vertices_Standard[i].Normal;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns texture coords of vertex i
|
||||
const core::vector2df& getTCoords(u32 i) const override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].TCoords;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].TCoords;
|
||||
default:
|
||||
return Vertices_Standard[i].TCoords;
|
||||
}
|
||||
}
|
||||
|
||||
//! returns texture coords of vertex i
|
||||
core::vector2df& getTCoords(u32 i) override
|
||||
{
|
||||
switch (VertexType)
|
||||
{
|
||||
case video::EVT_2TCOORDS:
|
||||
return Vertices_2TCoords[i].TCoords;
|
||||
case video::EVT_TANGENTS:
|
||||
return Vertices_Tangents[i].TCoords;
|
||||
default:
|
||||
return Vertices_Standard[i].TCoords;
|
||||
}
|
||||
}
|
||||
|
||||
//! append the vertices and indices to the current buffer
|
||||
void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) override {}
|
||||
|
||||
//! append the meshbuffer to the current buffer
|
||||
void append(const IMeshBuffer* const other) override {}
|
||||
|
||||
//! get the current hardware mapping hint for vertex buffers
|
||||
E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const override
|
||||
{
|
||||
return MappingHint_Vertex;
|
||||
}
|
||||
|
||||
//! get the current hardware mapping hint for index buffers
|
||||
E_HARDWARE_MAPPING getHardwareMappingHint_Index() const override
|
||||
{
|
||||
return MappingHint_Index;
|
||||
}
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX ) override
|
||||
{
|
||||
if (Buffer==EBT_VERTEX)
|
||||
MappingHint_Vertex=NewMappingHint;
|
||||
else if (Buffer==EBT_INDEX)
|
||||
MappingHint_Index=NewMappingHint;
|
||||
else if (Buffer==EBT_VERTEX_AND_INDEX)
|
||||
{
|
||||
MappingHint_Vertex=NewMappingHint;
|
||||
MappingHint_Index=NewMappingHint;
|
||||
}
|
||||
}
|
||||
|
||||
//! Describe what kind of primitive geometry is used by the meshbuffer
|
||||
void setPrimitiveType(E_PRIMITIVE_TYPE type) override
|
||||
{
|
||||
PrimitiveType = type;
|
||||
}
|
||||
|
||||
//! Get the kind of primitive geometry which is used by the meshbuffer
|
||||
E_PRIMITIVE_TYPE getPrimitiveType() const override
|
||||
{
|
||||
return PrimitiveType;
|
||||
}
|
||||
|
||||
//! flags the mesh as changed, reloads hardware buffers
|
||||
void setDirty(E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX) override
|
||||
{
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_VERTEX)
|
||||
++ChangedID_Vertex;
|
||||
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
|
||||
++ChangedID_Index;
|
||||
}
|
||||
|
||||
u32 getChangedID_Vertex() const override {return ChangedID_Vertex;}
|
||||
|
||||
u32 getChangedID_Index() const override {return ChangedID_Index;}
|
||||
|
||||
void setHWBuffer(void *ptr) const override {
|
||||
HWBuffer = ptr;
|
||||
}
|
||||
|
||||
void *getHWBuffer() const override {
|
||||
return HWBuffer;
|
||||
}
|
||||
|
||||
|
||||
//! Call this after changing the positions of any vertex.
|
||||
void boundingBoxNeedsRecalculated(void) { BoundingBoxNeedsRecalculated = true; }
|
||||
|
||||
core::array<video::S3DVertexTangents> Vertices_Tangents;
|
||||
core::array<video::S3DVertex2TCoords> Vertices_2TCoords;
|
||||
core::array<video::S3DVertex> Vertices_Standard;
|
||||
core::array<u16> Indices;
|
||||
|
||||
u32 ChangedID_Vertex;
|
||||
u32 ChangedID_Index;
|
||||
|
||||
//ISkinnedMesh::SJoint *AttachedJoint;
|
||||
core::matrix4 Transformation;
|
||||
|
||||
video::SMaterial Material;
|
||||
video::E_VERTEX_TYPE VertexType;
|
||||
|
||||
core::aabbox3d<f32> BoundingBox;
|
||||
|
||||
//! Primitive type used for rendering (triangles, lines, ...)
|
||||
E_PRIMITIVE_TYPE PrimitiveType;
|
||||
|
||||
// hardware mapping hint
|
||||
E_HARDWARE_MAPPING MappingHint_Vertex:3;
|
||||
E_HARDWARE_MAPPING MappingHint_Index:3;
|
||||
|
||||
mutable void *HWBuffer;
|
||||
|
||||
bool BoundingBoxNeedsRecalculated:1;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,26 +1,26 @@
|
||||
// Copyright (C) 2008-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_VERTEX_INDEX_H_INCLUDED__
|
||||
#define __S_VERTEX_INDEX_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
enum E_INDEX_TYPE
|
||||
{
|
||||
EIT_16BIT = 0,
|
||||
EIT_32BIT
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2008-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_VERTEX_INDEX_H_INCLUDED__
|
||||
#define __S_VERTEX_INDEX_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace video
|
||||
{
|
||||
enum E_INDEX_TYPE
|
||||
{
|
||||
EIT_16BIT = 0,
|
||||
EIT_32BIT
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,46 +1,46 @@
|
||||
// Copyright (C) 2009-2012 Christian Stehno
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_VERTEX_MANIPULATOR_H_INCLUDED__
|
||||
#define __S_VERTEX_MANIPULATOR_H_INCLUDED__
|
||||
|
||||
#include "matrix4.h"
|
||||
#include "S3DVertex.h"
|
||||
#include "SColor.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
class IMesh;
|
||||
class IMeshBuffer;
|
||||
struct SMesh;
|
||||
|
||||
//! Interface for vertex manipulators.
|
||||
/** You should derive your manipulator from this class if it shall be called for every vertex, getting as parameter just the vertex.
|
||||
*/
|
||||
struct IVertexManipulator
|
||||
{
|
||||
};
|
||||
|
||||
//! Vertex manipulator which scales the position of the vertex
|
||||
class SVertexPositionScaleManipulator : public IVertexManipulator
|
||||
{
|
||||
public:
|
||||
SVertexPositionScaleManipulator(const core::vector3df& factor) : Factor(factor) {}
|
||||
template <typename VType>
|
||||
void operator()(VType& vertex) const
|
||||
{
|
||||
vertex.Pos *= Factor;
|
||||
}
|
||||
private:
|
||||
core::vector3df Factor;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
// Copyright (C) 2009-2012 Christian Stehno
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_VERTEX_MANIPULATOR_H_INCLUDED__
|
||||
#define __S_VERTEX_MANIPULATOR_H_INCLUDED__
|
||||
|
||||
#include "matrix4.h"
|
||||
#include "S3DVertex.h"
|
||||
#include "SColor.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
class IMesh;
|
||||
class IMeshBuffer;
|
||||
struct SMesh;
|
||||
|
||||
//! Interface for vertex manipulators.
|
||||
/** You should derive your manipulator from this class if it shall be called for every vertex, getting as parameter just the vertex.
|
||||
*/
|
||||
struct IVertexManipulator
|
||||
{
|
||||
};
|
||||
|
||||
//! Vertex manipulator which scales the position of the vertex
|
||||
class SVertexPositionScaleManipulator : public IVertexManipulator
|
||||
{
|
||||
public:
|
||||
SVertexPositionScaleManipulator(const core::vector3df& factor) : Factor(factor) {}
|
||||
template <typename VType>
|
||||
void operator()(VType& vertex) const
|
||||
{
|
||||
vertex.Pos *= Factor;
|
||||
}
|
||||
private:
|
||||
core::vector3df Factor;
|
||||
};
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
|
||||
#endif
|
||||
|
@ -1,462 +1,462 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_VIEW_FRUSTUM_H_INCLUDED__
|
||||
#define __S_VIEW_FRUSTUM_H_INCLUDED__
|
||||
|
||||
#include "plane3d.h"
|
||||
#include "vector3d.h"
|
||||
#include "line3d.h"
|
||||
#include "aabbox3d.h"
|
||||
#include "matrix4.h"
|
||||
#include "IVideoDriver.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! Defines the view frustum. That's the space visible by the camera.
|
||||
/** The view frustum is enclosed by 6 planes. These six planes share
|
||||
eight points. A bounding box around these eight points is also stored in
|
||||
this structure.
|
||||
*/
|
||||
struct SViewFrustum
|
||||
{
|
||||
enum VFPLANES
|
||||
{
|
||||
//! Far plane of the frustum. That is the plane furthest away from the eye.
|
||||
VF_FAR_PLANE = 0,
|
||||
//! Near plane of the frustum. That is the plane nearest to the eye.
|
||||
VF_NEAR_PLANE,
|
||||
//! Left plane of the frustum.
|
||||
VF_LEFT_PLANE,
|
||||
//! Right plane of the frustum.
|
||||
VF_RIGHT_PLANE,
|
||||
//! Bottom plane of the frustum.
|
||||
VF_BOTTOM_PLANE,
|
||||
//! Top plane of the frustum.
|
||||
VF_TOP_PLANE,
|
||||
|
||||
//! Amount of planes enclosing the view frustum. Should be 6.
|
||||
VF_PLANE_COUNT
|
||||
};
|
||||
|
||||
|
||||
//! Default Constructor
|
||||
SViewFrustum() : BoundingRadius(0.f), FarNearDistance(0.f) {}
|
||||
|
||||
//! Copy Constructor
|
||||
SViewFrustum(const SViewFrustum& other);
|
||||
|
||||
//! This constructor creates a view frustum based on a projection and/or view matrix.
|
||||
//\param zClipFromZero: Clipping of z can be projected from 0 to w when true (D3D style) and from -w to w when false (OGL style).
|
||||
SViewFrustum(const core::matrix4& mat, bool zClipFromZero);
|
||||
|
||||
//! This constructor creates a view frustum based on a projection and/or view matrix.
|
||||
//\param zClipFromZero: Clipping of z can be projected from 0 to w when true (D3D style) and from -w to w when false (OGL style).
|
||||
inline void setFrom(const core::matrix4& mat, bool zClipFromZero);
|
||||
|
||||
//! transforms the frustum by the matrix
|
||||
/** \param mat: Matrix by which the view frustum is transformed.*/
|
||||
void transform(const core::matrix4& mat);
|
||||
|
||||
//! returns the point which is on the far left upper corner inside the the view frustum.
|
||||
core::vector3df getFarLeftUp() const;
|
||||
|
||||
//! returns the point which is on the far left bottom corner inside the the view frustum.
|
||||
core::vector3df getFarLeftDown() const;
|
||||
|
||||
//! returns the point which is on the far right top corner inside the the view frustum.
|
||||
core::vector3df getFarRightUp() const;
|
||||
|
||||
//! returns the point which is on the far right bottom corner inside the the view frustum.
|
||||
core::vector3df getFarRightDown() const;
|
||||
|
||||
//! returns the point which is on the near left upper corner inside the the view frustum.
|
||||
core::vector3df getNearLeftUp() const;
|
||||
|
||||
//! returns the point which is on the near left bottom corner inside the the view frustum.
|
||||
core::vector3df getNearLeftDown() const;
|
||||
|
||||
//! returns the point which is on the near right top corner inside the the view frustum.
|
||||
core::vector3df getNearRightUp() const;
|
||||
|
||||
//! returns the point which is on the near right bottom corner inside the the view frustum.
|
||||
core::vector3df getNearRightDown() const;
|
||||
|
||||
//! returns a bounding box enclosing the whole view frustum
|
||||
const core::aabbox3d<f32> &getBoundingBox() const;
|
||||
|
||||
//! recalculates the bounding box and sphere based on the planes
|
||||
inline void recalculateBoundingBox();
|
||||
|
||||
//! get the bounding sphere's radius (of an optimized sphere, not the AABB's)
|
||||
float getBoundingRadius() const;
|
||||
|
||||
//! get the bounding sphere's radius (of an optimized sphere, not the AABB's)
|
||||
core::vector3df getBoundingCenter() const;
|
||||
|
||||
//! the cam should tell the frustum the distance between far and near
|
||||
void setFarNearDistance(float distance);
|
||||
|
||||
//! get the given state's matrix based on frustum E_TRANSFORMATION_STATE
|
||||
core::matrix4& getTransform( video::E_TRANSFORMATION_STATE state);
|
||||
|
||||
//! get the given state's matrix based on frustum E_TRANSFORMATION_STATE
|
||||
const core::matrix4& getTransform( video::E_TRANSFORMATION_STATE state) const;
|
||||
|
||||
//! clips a line to the view frustum.
|
||||
/** \return True if the line was clipped, false if not */
|
||||
bool clipLine(core::line3d<f32>& line) const;
|
||||
|
||||
//! the position of the camera
|
||||
core::vector3df cameraPosition;
|
||||
|
||||
//! all planes enclosing the view frustum.
|
||||
core::plane3d<f32> planes[VF_PLANE_COUNT];
|
||||
|
||||
//! bounding box around the view frustum
|
||||
core::aabbox3d<f32> boundingBox;
|
||||
|
||||
private:
|
||||
//! Hold a copy of important transform matrices
|
||||
enum E_TRANSFORMATION_STATE_FRUSTUM
|
||||
{
|
||||
ETS_VIEW = 0,
|
||||
ETS_PROJECTION = 1,
|
||||
ETS_COUNT_FRUSTUM
|
||||
};
|
||||
|
||||
//! recalculates the bounding sphere based on the planes
|
||||
inline void recalculateBoundingSphere();
|
||||
|
||||
//! Hold a copy of important transform matrices
|
||||
core::matrix4 Matrices[ETS_COUNT_FRUSTUM];
|
||||
|
||||
float BoundingRadius;
|
||||
float FarNearDistance;
|
||||
core::vector3df BoundingCenter;
|
||||
};
|
||||
|
||||
|
||||
/*!
|
||||
Copy constructor ViewFrustum
|
||||
*/
|
||||
inline SViewFrustum::SViewFrustum(const SViewFrustum& other)
|
||||
{
|
||||
cameraPosition=other.cameraPosition;
|
||||
boundingBox=other.boundingBox;
|
||||
|
||||
u32 i;
|
||||
for (i=0; i<VF_PLANE_COUNT; ++i)
|
||||
planes[i]=other.planes[i];
|
||||
|
||||
for (i=0; i<ETS_COUNT_FRUSTUM; ++i)
|
||||
Matrices[i]=other.Matrices[i];
|
||||
|
||||
BoundingRadius = other.BoundingRadius;
|
||||
FarNearDistance = other.FarNearDistance;
|
||||
BoundingCenter = other.BoundingCenter;
|
||||
}
|
||||
|
||||
inline SViewFrustum::SViewFrustum(const core::matrix4& mat, bool zClipFromZero)
|
||||
{
|
||||
setFrom(mat, zClipFromZero);
|
||||
}
|
||||
|
||||
|
||||
inline void SViewFrustum::transform(const core::matrix4& mat)
|
||||
{
|
||||
for (u32 i=0; i<VF_PLANE_COUNT; ++i)
|
||||
mat.transformPlane(planes[i]);
|
||||
|
||||
mat.transformVect(cameraPosition);
|
||||
recalculateBoundingBox();
|
||||
}
|
||||
|
||||
|
||||
inline core::vector3df SViewFrustum::getFarLeftUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_TOP_PLANE],
|
||||
planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getFarLeftDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
|
||||
planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getFarRightUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_TOP_PLANE],
|
||||
planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getFarRightDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
|
||||
planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getNearLeftUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_TOP_PLANE],
|
||||
planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getNearLeftDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
|
||||
planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getNearRightUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_TOP_PLANE],
|
||||
planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getNearRightDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
|
||||
planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline const core::aabbox3d<f32> &SViewFrustum::getBoundingBox() const
|
||||
{
|
||||
return boundingBox;
|
||||
}
|
||||
|
||||
inline void SViewFrustum::recalculateBoundingBox()
|
||||
{
|
||||
boundingBox.reset(getNearLeftUp());
|
||||
boundingBox.addInternalPoint(getNearRightUp());
|
||||
boundingBox.addInternalPoint(getNearLeftDown());
|
||||
boundingBox.addInternalPoint(getNearRightDown());
|
||||
boundingBox.addInternalPoint(getFarRightUp());
|
||||
boundingBox.addInternalPoint(getFarLeftDown());
|
||||
boundingBox.addInternalPoint(getFarRightDown());
|
||||
boundingBox.addInternalPoint(getFarLeftUp());
|
||||
|
||||
// Also recalculate the bounding sphere when the bbox changes
|
||||
recalculateBoundingSphere();
|
||||
}
|
||||
|
||||
inline float SViewFrustum::getBoundingRadius() const
|
||||
{
|
||||
return BoundingRadius;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getBoundingCenter() const
|
||||
{
|
||||
return BoundingCenter;
|
||||
}
|
||||
|
||||
inline void SViewFrustum::setFarNearDistance(float distance)
|
||||
{
|
||||
FarNearDistance = distance;
|
||||
}
|
||||
|
||||
//! This constructor creates a view frustum based on a projection
|
||||
//! and/or view matrix.
|
||||
inline void SViewFrustum::setFrom(const core::matrix4& mat, bool zClipFromZero)
|
||||
{
|
||||
// left clipping plane
|
||||
planes[VF_LEFT_PLANE].Normal.X = mat[3 ] + mat[0];
|
||||
planes[VF_LEFT_PLANE].Normal.Y = mat[7 ] + mat[4];
|
||||
planes[VF_LEFT_PLANE].Normal.Z = mat[11] + mat[8];
|
||||
planes[VF_LEFT_PLANE].D = mat[15] + mat[12];
|
||||
|
||||
// right clipping plane
|
||||
planes[VF_RIGHT_PLANE].Normal.X = mat[3 ] - mat[0];
|
||||
planes[VF_RIGHT_PLANE].Normal.Y = mat[7 ] - mat[4];
|
||||
planes[VF_RIGHT_PLANE].Normal.Z = mat[11] - mat[8];
|
||||
planes[VF_RIGHT_PLANE].D = mat[15] - mat[12];
|
||||
|
||||
// top clipping plane
|
||||
planes[VF_TOP_PLANE].Normal.X = mat[3 ] - mat[1];
|
||||
planes[VF_TOP_PLANE].Normal.Y = mat[7 ] - mat[5];
|
||||
planes[VF_TOP_PLANE].Normal.Z = mat[11] - mat[9];
|
||||
planes[VF_TOP_PLANE].D = mat[15] - mat[13];
|
||||
|
||||
// bottom clipping plane
|
||||
planes[VF_BOTTOM_PLANE].Normal.X = mat[3 ] + mat[1];
|
||||
planes[VF_BOTTOM_PLANE].Normal.Y = mat[7 ] + mat[5];
|
||||
planes[VF_BOTTOM_PLANE].Normal.Z = mat[11] + mat[9];
|
||||
planes[VF_BOTTOM_PLANE].D = mat[15] + mat[13];
|
||||
|
||||
// far clipping plane
|
||||
planes[VF_FAR_PLANE].Normal.X = mat[3 ] - mat[2];
|
||||
planes[VF_FAR_PLANE].Normal.Y = mat[7 ] - mat[6];
|
||||
planes[VF_FAR_PLANE].Normal.Z = mat[11] - mat[10];
|
||||
planes[VF_FAR_PLANE].D = mat[15] - mat[14];
|
||||
|
||||
// near clipping plane
|
||||
if ( zClipFromZero )
|
||||
{
|
||||
planes[VF_NEAR_PLANE].Normal.X = mat[2];
|
||||
planes[VF_NEAR_PLANE].Normal.Y = mat[6];
|
||||
planes[VF_NEAR_PLANE].Normal.Z = mat[10];
|
||||
planes[VF_NEAR_PLANE].D = mat[14];
|
||||
}
|
||||
else
|
||||
{
|
||||
// near clipping plane
|
||||
planes[VF_NEAR_PLANE].Normal.X = mat[3 ] + mat[2];
|
||||
planes[VF_NEAR_PLANE].Normal.Y = mat[7 ] + mat[6];
|
||||
planes[VF_NEAR_PLANE].Normal.Z = mat[11] + mat[10];
|
||||
planes[VF_NEAR_PLANE].D = mat[15] + mat[14];
|
||||
}
|
||||
|
||||
// normalize normals
|
||||
u32 i;
|
||||
for ( i=0; i != VF_PLANE_COUNT; ++i)
|
||||
{
|
||||
const f32 len = -core::reciprocal_squareroot(
|
||||
planes[i].Normal.getLengthSQ());
|
||||
planes[i].Normal *= len;
|
||||
planes[i].D *= len;
|
||||
}
|
||||
|
||||
// make bounding box
|
||||
recalculateBoundingBox();
|
||||
}
|
||||
|
||||
/*!
|
||||
View Frustum depends on Projection & View Matrix
|
||||
*/
|
||||
inline core::matrix4& SViewFrustum::getTransform(video::E_TRANSFORMATION_STATE state)
|
||||
{
|
||||
u32 index = 0;
|
||||
switch ( state )
|
||||
{
|
||||
case video::ETS_PROJECTION:
|
||||
index = SViewFrustum::ETS_PROJECTION; break;
|
||||
case video::ETS_VIEW:
|
||||
index = SViewFrustum::ETS_VIEW; break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return Matrices [ index ];
|
||||
}
|
||||
|
||||
/*!
|
||||
View Frustum depends on Projection & View Matrix
|
||||
*/
|
||||
inline const core::matrix4& SViewFrustum::getTransform(video::E_TRANSFORMATION_STATE state) const
|
||||
{
|
||||
u32 index = 0;
|
||||
switch ( state )
|
||||
{
|
||||
case video::ETS_PROJECTION:
|
||||
index = SViewFrustum::ETS_PROJECTION; break;
|
||||
case video::ETS_VIEW:
|
||||
index = SViewFrustum::ETS_VIEW; break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return Matrices [ index ];
|
||||
}
|
||||
|
||||
//! Clips a line to the frustum
|
||||
inline bool SViewFrustum::clipLine(core::line3d<f32>& line) const
|
||||
{
|
||||
bool wasClipped = false;
|
||||
for (u32 i=0; i < VF_PLANE_COUNT; ++i)
|
||||
{
|
||||
if (planes[i].classifyPointRelation(line.start) == core::ISREL3D_FRONT)
|
||||
{
|
||||
line.start = line.start.getInterpolated(line.end,
|
||||
1.f-planes[i].getKnownIntersectionWithLine(line.start, line.end));
|
||||
wasClipped = true;
|
||||
}
|
||||
if (planes[i].classifyPointRelation(line.end) == core::ISREL3D_FRONT)
|
||||
{
|
||||
line.end = line.start.getInterpolated(line.end,
|
||||
1.f-planes[i].getKnownIntersectionWithLine(line.start, line.end));
|
||||
wasClipped = true;
|
||||
}
|
||||
}
|
||||
return wasClipped;
|
||||
}
|
||||
|
||||
inline void SViewFrustum::recalculateBoundingSphere()
|
||||
{
|
||||
// Find the center
|
||||
const float shortlen = (getNearLeftUp() - getNearRightUp()).getLength();
|
||||
const float longlen = (getFarLeftUp() - getFarRightUp()).getLength();
|
||||
|
||||
const float farlen = FarNearDistance;
|
||||
const float fartocenter = (farlen + (shortlen - longlen) * (shortlen + longlen)/(4*farlen)) / 2;
|
||||
const float neartocenter = farlen - fartocenter;
|
||||
|
||||
BoundingCenter = cameraPosition + -planes[VF_NEAR_PLANE].Normal * neartocenter;
|
||||
|
||||
// Find the radius
|
||||
core::vector3df dir[8];
|
||||
dir[0] = getFarLeftUp() - BoundingCenter;
|
||||
dir[1] = getFarRightUp() - BoundingCenter;
|
||||
dir[2] = getFarLeftDown() - BoundingCenter;
|
||||
dir[3] = getFarRightDown() - BoundingCenter;
|
||||
dir[4] = getNearRightDown() - BoundingCenter;
|
||||
dir[5] = getNearLeftDown() - BoundingCenter;
|
||||
dir[6] = getNearRightUp() - BoundingCenter;
|
||||
dir[7] = getNearLeftUp() - BoundingCenter;
|
||||
|
||||
u32 i = 0;
|
||||
float diam[8] = { 0.f };
|
||||
|
||||
for (i = 0; i < 8; ++i)
|
||||
diam[i] = dir[i].getLengthSQ();
|
||||
|
||||
float longest = 0;
|
||||
|
||||
for (i = 0; i < 8; ++i)
|
||||
{
|
||||
if (diam[i] > longest)
|
||||
longest = diam[i];
|
||||
}
|
||||
|
||||
BoundingRadius = sqrtf(longest);
|
||||
}
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __S_VIEW_FRUSTUM_H_INCLUDED__
|
||||
#define __S_VIEW_FRUSTUM_H_INCLUDED__
|
||||
|
||||
#include "plane3d.h"
|
||||
#include "vector3d.h"
|
||||
#include "line3d.h"
|
||||
#include "aabbox3d.h"
|
||||
#include "matrix4.h"
|
||||
#include "IVideoDriver.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
|
||||
//! Defines the view frustum. That's the space visible by the camera.
|
||||
/** The view frustum is enclosed by 6 planes. These six planes share
|
||||
eight points. A bounding box around these eight points is also stored in
|
||||
this structure.
|
||||
*/
|
||||
struct SViewFrustum
|
||||
{
|
||||
enum VFPLANES
|
||||
{
|
||||
//! Far plane of the frustum. That is the plane furthest away from the eye.
|
||||
VF_FAR_PLANE = 0,
|
||||
//! Near plane of the frustum. That is the plane nearest to the eye.
|
||||
VF_NEAR_PLANE,
|
||||
//! Left plane of the frustum.
|
||||
VF_LEFT_PLANE,
|
||||
//! Right plane of the frustum.
|
||||
VF_RIGHT_PLANE,
|
||||
//! Bottom plane of the frustum.
|
||||
VF_BOTTOM_PLANE,
|
||||
//! Top plane of the frustum.
|
||||
VF_TOP_PLANE,
|
||||
|
||||
//! Amount of planes enclosing the view frustum. Should be 6.
|
||||
VF_PLANE_COUNT
|
||||
};
|
||||
|
||||
|
||||
//! Default Constructor
|
||||
SViewFrustum() : BoundingRadius(0.f), FarNearDistance(0.f) {}
|
||||
|
||||
//! Copy Constructor
|
||||
SViewFrustum(const SViewFrustum& other);
|
||||
|
||||
//! This constructor creates a view frustum based on a projection and/or view matrix.
|
||||
//\param zClipFromZero: Clipping of z can be projected from 0 to w when true (D3D style) and from -w to w when false (OGL style).
|
||||
SViewFrustum(const core::matrix4& mat, bool zClipFromZero);
|
||||
|
||||
//! This constructor creates a view frustum based on a projection and/or view matrix.
|
||||
//\param zClipFromZero: Clipping of z can be projected from 0 to w when true (D3D style) and from -w to w when false (OGL style).
|
||||
inline void setFrom(const core::matrix4& mat, bool zClipFromZero);
|
||||
|
||||
//! transforms the frustum by the matrix
|
||||
/** \param mat: Matrix by which the view frustum is transformed.*/
|
||||
void transform(const core::matrix4& mat);
|
||||
|
||||
//! returns the point which is on the far left upper corner inside the the view frustum.
|
||||
core::vector3df getFarLeftUp() const;
|
||||
|
||||
//! returns the point which is on the far left bottom corner inside the the view frustum.
|
||||
core::vector3df getFarLeftDown() const;
|
||||
|
||||
//! returns the point which is on the far right top corner inside the the view frustum.
|
||||
core::vector3df getFarRightUp() const;
|
||||
|
||||
//! returns the point which is on the far right bottom corner inside the the view frustum.
|
||||
core::vector3df getFarRightDown() const;
|
||||
|
||||
//! returns the point which is on the near left upper corner inside the the view frustum.
|
||||
core::vector3df getNearLeftUp() const;
|
||||
|
||||
//! returns the point which is on the near left bottom corner inside the the view frustum.
|
||||
core::vector3df getNearLeftDown() const;
|
||||
|
||||
//! returns the point which is on the near right top corner inside the the view frustum.
|
||||
core::vector3df getNearRightUp() const;
|
||||
|
||||
//! returns the point which is on the near right bottom corner inside the the view frustum.
|
||||
core::vector3df getNearRightDown() const;
|
||||
|
||||
//! returns a bounding box enclosing the whole view frustum
|
||||
const core::aabbox3d<f32> &getBoundingBox() const;
|
||||
|
||||
//! recalculates the bounding box and sphere based on the planes
|
||||
inline void recalculateBoundingBox();
|
||||
|
||||
//! get the bounding sphere's radius (of an optimized sphere, not the AABB's)
|
||||
float getBoundingRadius() const;
|
||||
|
||||
//! get the bounding sphere's radius (of an optimized sphere, not the AABB's)
|
||||
core::vector3df getBoundingCenter() const;
|
||||
|
||||
//! the cam should tell the frustum the distance between far and near
|
||||
void setFarNearDistance(float distance);
|
||||
|
||||
//! get the given state's matrix based on frustum E_TRANSFORMATION_STATE
|
||||
core::matrix4& getTransform( video::E_TRANSFORMATION_STATE state);
|
||||
|
||||
//! get the given state's matrix based on frustum E_TRANSFORMATION_STATE
|
||||
const core::matrix4& getTransform( video::E_TRANSFORMATION_STATE state) const;
|
||||
|
||||
//! clips a line to the view frustum.
|
||||
/** \return True if the line was clipped, false if not */
|
||||
bool clipLine(core::line3d<f32>& line) const;
|
||||
|
||||
//! the position of the camera
|
||||
core::vector3df cameraPosition;
|
||||
|
||||
//! all planes enclosing the view frustum.
|
||||
core::plane3d<f32> planes[VF_PLANE_COUNT];
|
||||
|
||||
//! bounding box around the view frustum
|
||||
core::aabbox3d<f32> boundingBox;
|
||||
|
||||
private:
|
||||
//! Hold a copy of important transform matrices
|
||||
enum E_TRANSFORMATION_STATE_FRUSTUM
|
||||
{
|
||||
ETS_VIEW = 0,
|
||||
ETS_PROJECTION = 1,
|
||||
ETS_COUNT_FRUSTUM
|
||||
};
|
||||
|
||||
//! recalculates the bounding sphere based on the planes
|
||||
inline void recalculateBoundingSphere();
|
||||
|
||||
//! Hold a copy of important transform matrices
|
||||
core::matrix4 Matrices[ETS_COUNT_FRUSTUM];
|
||||
|
||||
float BoundingRadius;
|
||||
float FarNearDistance;
|
||||
core::vector3df BoundingCenter;
|
||||
};
|
||||
|
||||
|
||||
/*!
|
||||
Copy constructor ViewFrustum
|
||||
*/
|
||||
inline SViewFrustum::SViewFrustum(const SViewFrustum& other)
|
||||
{
|
||||
cameraPosition=other.cameraPosition;
|
||||
boundingBox=other.boundingBox;
|
||||
|
||||
u32 i;
|
||||
for (i=0; i<VF_PLANE_COUNT; ++i)
|
||||
planes[i]=other.planes[i];
|
||||
|
||||
for (i=0; i<ETS_COUNT_FRUSTUM; ++i)
|
||||
Matrices[i]=other.Matrices[i];
|
||||
|
||||
BoundingRadius = other.BoundingRadius;
|
||||
FarNearDistance = other.FarNearDistance;
|
||||
BoundingCenter = other.BoundingCenter;
|
||||
}
|
||||
|
||||
inline SViewFrustum::SViewFrustum(const core::matrix4& mat, bool zClipFromZero)
|
||||
{
|
||||
setFrom(mat, zClipFromZero);
|
||||
}
|
||||
|
||||
|
||||
inline void SViewFrustum::transform(const core::matrix4& mat)
|
||||
{
|
||||
for (u32 i=0; i<VF_PLANE_COUNT; ++i)
|
||||
mat.transformPlane(planes[i]);
|
||||
|
||||
mat.transformVect(cameraPosition);
|
||||
recalculateBoundingBox();
|
||||
}
|
||||
|
||||
|
||||
inline core::vector3df SViewFrustum::getFarLeftUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_TOP_PLANE],
|
||||
planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getFarLeftDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
|
||||
planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getFarRightUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_TOP_PLANE],
|
||||
planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getFarRightDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
|
||||
planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getNearLeftUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_TOP_PLANE],
|
||||
planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getNearLeftDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
|
||||
planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getNearRightUp() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_TOP_PLANE],
|
||||
planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getNearRightDown() const
|
||||
{
|
||||
core::vector3df p;
|
||||
planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
|
||||
planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
|
||||
planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
inline const core::aabbox3d<f32> &SViewFrustum::getBoundingBox() const
|
||||
{
|
||||
return boundingBox;
|
||||
}
|
||||
|
||||
inline void SViewFrustum::recalculateBoundingBox()
|
||||
{
|
||||
boundingBox.reset(getNearLeftUp());
|
||||
boundingBox.addInternalPoint(getNearRightUp());
|
||||
boundingBox.addInternalPoint(getNearLeftDown());
|
||||
boundingBox.addInternalPoint(getNearRightDown());
|
||||
boundingBox.addInternalPoint(getFarRightUp());
|
||||
boundingBox.addInternalPoint(getFarLeftDown());
|
||||
boundingBox.addInternalPoint(getFarRightDown());
|
||||
boundingBox.addInternalPoint(getFarLeftUp());
|
||||
|
||||
// Also recalculate the bounding sphere when the bbox changes
|
||||
recalculateBoundingSphere();
|
||||
}
|
||||
|
||||
inline float SViewFrustum::getBoundingRadius() const
|
||||
{
|
||||
return BoundingRadius;
|
||||
}
|
||||
|
||||
inline core::vector3df SViewFrustum::getBoundingCenter() const
|
||||
{
|
||||
return BoundingCenter;
|
||||
}
|
||||
|
||||
inline void SViewFrustum::setFarNearDistance(float distance)
|
||||
{
|
||||
FarNearDistance = distance;
|
||||
}
|
||||
|
||||
//! This constructor creates a view frustum based on a projection
|
||||
//! and/or view matrix.
|
||||
inline void SViewFrustum::setFrom(const core::matrix4& mat, bool zClipFromZero)
|
||||
{
|
||||
// left clipping plane
|
||||
planes[VF_LEFT_PLANE].Normal.X = mat[3 ] + mat[0];
|
||||
planes[VF_LEFT_PLANE].Normal.Y = mat[7 ] + mat[4];
|
||||
planes[VF_LEFT_PLANE].Normal.Z = mat[11] + mat[8];
|
||||
planes[VF_LEFT_PLANE].D = mat[15] + mat[12];
|
||||
|
||||
// right clipping plane
|
||||
planes[VF_RIGHT_PLANE].Normal.X = mat[3 ] - mat[0];
|
||||
planes[VF_RIGHT_PLANE].Normal.Y = mat[7 ] - mat[4];
|
||||
planes[VF_RIGHT_PLANE].Normal.Z = mat[11] - mat[8];
|
||||
planes[VF_RIGHT_PLANE].D = mat[15] - mat[12];
|
||||
|
||||
// top clipping plane
|
||||
planes[VF_TOP_PLANE].Normal.X = mat[3 ] - mat[1];
|
||||
planes[VF_TOP_PLANE].Normal.Y = mat[7 ] - mat[5];
|
||||
planes[VF_TOP_PLANE].Normal.Z = mat[11] - mat[9];
|
||||
planes[VF_TOP_PLANE].D = mat[15] - mat[13];
|
||||
|
||||
// bottom clipping plane
|
||||
planes[VF_BOTTOM_PLANE].Normal.X = mat[3 ] + mat[1];
|
||||
planes[VF_BOTTOM_PLANE].Normal.Y = mat[7 ] + mat[5];
|
||||
planes[VF_BOTTOM_PLANE].Normal.Z = mat[11] + mat[9];
|
||||
planes[VF_BOTTOM_PLANE].D = mat[15] + mat[13];
|
||||
|
||||
// far clipping plane
|
||||
planes[VF_FAR_PLANE].Normal.X = mat[3 ] - mat[2];
|
||||
planes[VF_FAR_PLANE].Normal.Y = mat[7 ] - mat[6];
|
||||
planes[VF_FAR_PLANE].Normal.Z = mat[11] - mat[10];
|
||||
planes[VF_FAR_PLANE].D = mat[15] - mat[14];
|
||||
|
||||
// near clipping plane
|
||||
if ( zClipFromZero )
|
||||
{
|
||||
planes[VF_NEAR_PLANE].Normal.X = mat[2];
|
||||
planes[VF_NEAR_PLANE].Normal.Y = mat[6];
|
||||
planes[VF_NEAR_PLANE].Normal.Z = mat[10];
|
||||
planes[VF_NEAR_PLANE].D = mat[14];
|
||||
}
|
||||
else
|
||||
{
|
||||
// near clipping plane
|
||||
planes[VF_NEAR_PLANE].Normal.X = mat[3 ] + mat[2];
|
||||
planes[VF_NEAR_PLANE].Normal.Y = mat[7 ] + mat[6];
|
||||
planes[VF_NEAR_PLANE].Normal.Z = mat[11] + mat[10];
|
||||
planes[VF_NEAR_PLANE].D = mat[15] + mat[14];
|
||||
}
|
||||
|
||||
// normalize normals
|
||||
u32 i;
|
||||
for ( i=0; i != VF_PLANE_COUNT; ++i)
|
||||
{
|
||||
const f32 len = -core::reciprocal_squareroot(
|
||||
planes[i].Normal.getLengthSQ());
|
||||
planes[i].Normal *= len;
|
||||
planes[i].D *= len;
|
||||
}
|
||||
|
||||
// make bounding box
|
||||
recalculateBoundingBox();
|
||||
}
|
||||
|
||||
/*!
|
||||
View Frustum depends on Projection & View Matrix
|
||||
*/
|
||||
inline core::matrix4& SViewFrustum::getTransform(video::E_TRANSFORMATION_STATE state)
|
||||
{
|
||||
u32 index = 0;
|
||||
switch ( state )
|
||||
{
|
||||
case video::ETS_PROJECTION:
|
||||
index = SViewFrustum::ETS_PROJECTION; break;
|
||||
case video::ETS_VIEW:
|
||||
index = SViewFrustum::ETS_VIEW; break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return Matrices [ index ];
|
||||
}
|
||||
|
||||
/*!
|
||||
View Frustum depends on Projection & View Matrix
|
||||
*/
|
||||
inline const core::matrix4& SViewFrustum::getTransform(video::E_TRANSFORMATION_STATE state) const
|
||||
{
|
||||
u32 index = 0;
|
||||
switch ( state )
|
||||
{
|
||||
case video::ETS_PROJECTION:
|
||||
index = SViewFrustum::ETS_PROJECTION; break;
|
||||
case video::ETS_VIEW:
|
||||
index = SViewFrustum::ETS_VIEW; break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return Matrices [ index ];
|
||||
}
|
||||
|
||||
//! Clips a line to the frustum
|
||||
inline bool SViewFrustum::clipLine(core::line3d<f32>& line) const
|
||||
{
|
||||
bool wasClipped = false;
|
||||
for (u32 i=0; i < VF_PLANE_COUNT; ++i)
|
||||
{
|
||||
if (planes[i].classifyPointRelation(line.start) == core::ISREL3D_FRONT)
|
||||
{
|
||||
line.start = line.start.getInterpolated(line.end,
|
||||
1.f-planes[i].getKnownIntersectionWithLine(line.start, line.end));
|
||||
wasClipped = true;
|
||||
}
|
||||
if (planes[i].classifyPointRelation(line.end) == core::ISREL3D_FRONT)
|
||||
{
|
||||
line.end = line.start.getInterpolated(line.end,
|
||||
1.f-planes[i].getKnownIntersectionWithLine(line.start, line.end));
|
||||
wasClipped = true;
|
||||
}
|
||||
}
|
||||
return wasClipped;
|
||||
}
|
||||
|
||||
inline void SViewFrustum::recalculateBoundingSphere()
|
||||
{
|
||||
// Find the center
|
||||
const float shortlen = (getNearLeftUp() - getNearRightUp()).getLength();
|
||||
const float longlen = (getFarLeftUp() - getFarRightUp()).getLength();
|
||||
|
||||
const float farlen = FarNearDistance;
|
||||
const float fartocenter = (farlen + (shortlen - longlen) * (shortlen + longlen)/(4*farlen)) / 2;
|
||||
const float neartocenter = farlen - fartocenter;
|
||||
|
||||
BoundingCenter = cameraPosition + -planes[VF_NEAR_PLANE].Normal * neartocenter;
|
||||
|
||||
// Find the radius
|
||||
core::vector3df dir[8];
|
||||
dir[0] = getFarLeftUp() - BoundingCenter;
|
||||
dir[1] = getFarRightUp() - BoundingCenter;
|
||||
dir[2] = getFarLeftDown() - BoundingCenter;
|
||||
dir[3] = getFarRightDown() - BoundingCenter;
|
||||
dir[4] = getNearRightDown() - BoundingCenter;
|
||||
dir[5] = getNearLeftDown() - BoundingCenter;
|
||||
dir[6] = getNearRightUp() - BoundingCenter;
|
||||
dir[7] = getNearLeftUp() - BoundingCenter;
|
||||
|
||||
u32 i = 0;
|
||||
float diam[8] = { 0.f };
|
||||
|
||||
for (i = 0; i < 8; ++i)
|
||||
diam[i] = dir[i].getLengthSQ();
|
||||
|
||||
float longest = 0;
|
||||
|
||||
for (i = 0; i < 8; ++i)
|
||||
{
|
||||
if (diam[i] > longest)
|
||||
longest = diam[i];
|
||||
}
|
||||
|
||||
BoundingRadius = sqrtf(longest);
|
||||
}
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
@ -1,55 +1,55 @@
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_SCENE_PARAMETERS_H_INCLUDED__
|
||||
#define __I_SCENE_PARAMETERS_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
/*! \file SceneParameters.h
|
||||
\brief Header file containing all scene parameters for modifying mesh loading etc.
|
||||
|
||||
This file includes all parameter names which can be set using ISceneManager::getParameters()
|
||||
to modify the behavior of plugins and mesh loaders.
|
||||
*/
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials
|
||||
/** The default behavior in Irrlicht is to disable writing to the
|
||||
z-buffer for all really transparent, i.e. blending materials. This
|
||||
avoids problems with intersecting faces, but can also break renderings.
|
||||
If transparent materials should use the SMaterial flag for ZWriteEnable
|
||||
just as other material types use this attribute.
|
||||
Use it like this:
|
||||
\code
|
||||
SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
|
||||
\endcode
|
||||
**/
|
||||
const c8* const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent";
|
||||
|
||||
//! Flag to avoid loading group structures in .obj files
|
||||
/** Use it like this:
|
||||
\code
|
||||
SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true);
|
||||
\endcode
|
||||
**/
|
||||
const c8* const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups";
|
||||
|
||||
|
||||
//! Flag to avoid loading material .mtl file for .obj files
|
||||
/** Use it like this:
|
||||
\code
|
||||
SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
|
||||
\endcode
|
||||
**/
|
||||
const c8* const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles";
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __I_SCENE_PARAMETERS_H_INCLUDED__
|
||||
#define __I_SCENE_PARAMETERS_H_INCLUDED__
|
||||
|
||||
#include "irrTypes.h"
|
||||
|
||||
/*! \file SceneParameters.h
|
||||
\brief Header file containing all scene parameters for modifying mesh loading etc.
|
||||
|
||||
This file includes all parameter names which can be set using ISceneManager::getParameters()
|
||||
to modify the behavior of plugins and mesh loaders.
|
||||
*/
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace scene
|
||||
{
|
||||
//! Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials
|
||||
/** The default behavior in Irrlicht is to disable writing to the
|
||||
z-buffer for all really transparent, i.e. blending materials. This
|
||||
avoids problems with intersecting faces, but can also break renderings.
|
||||
If transparent materials should use the SMaterial flag for ZWriteEnable
|
||||
just as other material types use this attribute.
|
||||
Use it like this:
|
||||
\code
|
||||
SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
|
||||
\endcode
|
||||
**/
|
||||
const c8* const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent";
|
||||
|
||||
//! Flag to avoid loading group structures in .obj files
|
||||
/** Use it like this:
|
||||
\code
|
||||
SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true);
|
||||
\endcode
|
||||
**/
|
||||
const c8* const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups";
|
||||
|
||||
|
||||
//! Flag to avoid loading material .mtl file for .obj files
|
||||
/** Use it like this:
|
||||
\code
|
||||
SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
|
||||
\endcode
|
||||
**/
|
||||
const c8* const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles";
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user