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:
Vitaliy 2023-10-03 21:37:00 +03:00 committed by GitHub
parent ea1b58387e
commit 9954667c45
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
303 changed files with 99367 additions and 99367 deletions

52
LICENSE
View File

@ -1,26 +1,26 @@
Copyright (C) 2002-2012 Nikolaus Gebhardt
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
recompiling the engine.
Copyright (C) 2002-2012 Nikolaus Gebhardt
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
recompiling the engine.

View File

@ -1,162 +1,162 @@
#include <iostream>
#include <irrlicht.h>
#include "exampleHelper.h"
using namespace irr;
static IrrlichtDevice *device = nullptr;
static int test_fail = 0;
void test_irr_array();
void test_irr_string();
static video::E_DRIVER_TYPE chooseDriver(core::stringc arg_)
{
if (arg_ == "null")
return video::EDT_NULL;
if (arg_ == "ogles1")
return video::EDT_OGLES1;
if (arg_ == "ogles2")
return video::EDT_OGLES2;
if (arg_ == "opengl")
return video::EDT_OPENGL;
if (arg_ == "opengl3")
return video::EDT_OPENGL3;
std::cerr << "Unknown driver type: " << arg_.c_str() << ". Trying OpenGL." << std::endl;
return video::EDT_OPENGL;
}
static inline void check(bool ok, const char *msg)
{
if (!ok)
{
test_fail++;
device->getLogger()->log((core::stringc("FAILED TEST: ") + msg).c_str(), ELL_ERROR);
}
}
void run_unit_tests() {
std::cout << "Running unit tests:" << std::endl;
try {
test_irr_array();
test_irr_string();
} catch (const std::exception &e) {
std::cerr << e.what() << std::endl;
test_fail++;
}
std::cout << std::endl;
}
int main(int argc, char *argv[])
{
run_unit_tests();
SIrrlichtCreationParameters p;
p.DriverType = chooseDriver(argc > 1 ? argv[1] : "");
p.WindowSize = core::dimension2du(640, 480);
p.Vsync = true;
p.LoggingLevel = ELL_DEBUG;
device = createDeviceEx(p);
if (!device)
return 1;
{
u32 total = 0;
device->getOSOperator()->getSystemMemory(&total, nullptr);
core::stringc message = core::stringc("Total RAM in MiB: ") + core::stringc(total >> 10);
device->getLogger()->log(message.c_str(), ELL_INFORMATION);
check(total > 130 * 1024, "RAM amount");
}
device->setWindowCaption(L"Hello World!");
device->setResizable(true);
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
guienv->addStaticText(L"sample text", core::rect<s32>(10,10,110,22), false);
gui::IGUIButton* button = guienv->addButton(
core::rect<s32>(10,30,110,30 + 32), 0, -1, L"sample button",
L"sample tooltip");
gui::IGUIEditBox* editbox = guienv->addEditBox(L"",
core::rect<s32>(10,70,60,70 + 16));
const io::path mediaPath = getExampleMediaPath();
auto mesh_file = device->getFileSystem()->createAndOpenFile(mediaPath + "coolguy_opt.x");
check(mesh_file, "mesh file loading");
scene::IAnimatedMesh* mesh = smgr->getMesh(mesh_file);
check(mesh, "mesh loading");
if (mesh_file)
mesh_file->drop();
if (mesh)
{
video::ITexture* tex = driver->getTexture(mediaPath + "cooltexture.png");
check(tex, "texture loading");
scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
if (node)
{
node->forEachMaterial([tex] (video::SMaterial &mat) {
mat.Lighting = false;
mat.setTexture(0, tex);
});
node->setFrameLoop(0, 29);
node->setAnimationSpeed(30);
}
}
smgr->addCameraSceneNode(0, core::vector3df(0,4,5), core::vector3df(0,2,0));
s32 n = 0;
SEvent event;
device->getTimer()->start();
while (device->run())
{
if (device->getTimer()->getTime() >= 1000)
{
device->getTimer()->setTime(0);
++n;
if (n == 1) // Tooltip display
{
bzero(&event, sizeof(SEvent));
event.EventType = irr::EET_MOUSE_INPUT_EVENT;
event.MouseInput.Event = irr::EMIE_MOUSE_MOVED;
event.MouseInput.X = button->getAbsolutePosition().getCenter().X;
event.MouseInput.Y = button->getAbsolutePosition().getCenter().Y;
device->postEventFromUser(event);
}
else if (n == 2) // Text input focus
guienv->setFocus(editbox);
else if (n == 3) // Keypress for Text input
{
bzero(&event, sizeof(SEvent));
event.EventType = irr::EET_KEY_INPUT_EVENT;
event.KeyInput.Char = L'a';
event.KeyInput.Key = KEY_KEY_A;
event.KeyInput.PressedDown = true;
device->postEventFromUser(event);
event.KeyInput.PressedDown = false;
device->postEventFromUser(event);
}
else
device->closeDevice();
}
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH,
video::SColor(255,100,100,150));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
check(core::stringw(L"a") == editbox->getText(), "EditBox text");
device->getLogger()->log("Done.", ELL_INFORMATION);
device->drop();
return test_fail > 0 ? 1 : 0;
}
#include <iostream>
#include <irrlicht.h>
#include "exampleHelper.h"
using namespace irr;
static IrrlichtDevice *device = nullptr;
static int test_fail = 0;
void test_irr_array();
void test_irr_string();
static video::E_DRIVER_TYPE chooseDriver(core::stringc arg_)
{
if (arg_ == "null")
return video::EDT_NULL;
if (arg_ == "ogles1")
return video::EDT_OGLES1;
if (arg_ == "ogles2")
return video::EDT_OGLES2;
if (arg_ == "opengl")
return video::EDT_OPENGL;
if (arg_ == "opengl3")
return video::EDT_OPENGL3;
std::cerr << "Unknown driver type: " << arg_.c_str() << ". Trying OpenGL." << std::endl;
return video::EDT_OPENGL;
}
static inline void check(bool ok, const char *msg)
{
if (!ok)
{
test_fail++;
device->getLogger()->log((core::stringc("FAILED TEST: ") + msg).c_str(), ELL_ERROR);
}
}
void run_unit_tests() {
std::cout << "Running unit tests:" << std::endl;
try {
test_irr_array();
test_irr_string();
} catch (const std::exception &e) {
std::cerr << e.what() << std::endl;
test_fail++;
}
std::cout << std::endl;
}
int main(int argc, char *argv[])
{
run_unit_tests();
SIrrlichtCreationParameters p;
p.DriverType = chooseDriver(argc > 1 ? argv[1] : "");
p.WindowSize = core::dimension2du(640, 480);
p.Vsync = true;
p.LoggingLevel = ELL_DEBUG;
device = createDeviceEx(p);
if (!device)
return 1;
{
u32 total = 0;
device->getOSOperator()->getSystemMemory(&total, nullptr);
core::stringc message = core::stringc("Total RAM in MiB: ") + core::stringc(total >> 10);
device->getLogger()->log(message.c_str(), ELL_INFORMATION);
check(total > 130 * 1024, "RAM amount");
}
device->setWindowCaption(L"Hello World!");
device->setResizable(true);
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
guienv->addStaticText(L"sample text", core::rect<s32>(10,10,110,22), false);
gui::IGUIButton* button = guienv->addButton(
core::rect<s32>(10,30,110,30 + 32), 0, -1, L"sample button",
L"sample tooltip");
gui::IGUIEditBox* editbox = guienv->addEditBox(L"",
core::rect<s32>(10,70,60,70 + 16));
const io::path mediaPath = getExampleMediaPath();
auto mesh_file = device->getFileSystem()->createAndOpenFile(mediaPath + "coolguy_opt.x");
check(mesh_file, "mesh file loading");
scene::IAnimatedMesh* mesh = smgr->getMesh(mesh_file);
check(mesh, "mesh loading");
if (mesh_file)
mesh_file->drop();
if (mesh)
{
video::ITexture* tex = driver->getTexture(mediaPath + "cooltexture.png");
check(tex, "texture loading");
scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
if (node)
{
node->forEachMaterial([tex] (video::SMaterial &mat) {
mat.Lighting = false;
mat.setTexture(0, tex);
});
node->setFrameLoop(0, 29);
node->setAnimationSpeed(30);
}
}
smgr->addCameraSceneNode(0, core::vector3df(0,4,5), core::vector3df(0,2,0));
s32 n = 0;
SEvent event;
device->getTimer()->start();
while (device->run())
{
if (device->getTimer()->getTime() >= 1000)
{
device->getTimer()->setTime(0);
++n;
if (n == 1) // Tooltip display
{
bzero(&event, sizeof(SEvent));
event.EventType = irr::EET_MOUSE_INPUT_EVENT;
event.MouseInput.Event = irr::EMIE_MOUSE_MOVED;
event.MouseInput.X = button->getAbsolutePosition().getCenter().X;
event.MouseInput.Y = button->getAbsolutePosition().getCenter().Y;
device->postEventFromUser(event);
}
else if (n == 2) // Text input focus
guienv->setFocus(editbox);
else if (n == 3) // Keypress for Text input
{
bzero(&event, sizeof(SEvent));
event.EventType = irr::EET_KEY_INPUT_EVENT;
event.KeyInput.Char = L'a';
event.KeyInput.Key = KEY_KEY_A;
event.KeyInput.PressedDown = true;
device->postEventFromUser(event);
event.KeyInput.PressedDown = false;
device->postEventFromUser(event);
}
else
device->closeDevice();
}
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH,
video::SColor(255,100,100,150));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
check(core::stringw(L"a") == editbox->getText(), "EditBox text");
device->getLogger()->log("Done.", ELL_INFORMATION);
device->drop();
return test_fail > 0 ? 1 : 0;
}

View File

@ -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__
#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
// 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

View File

@ -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

View File

@ -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__

View File

@ -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__

View File

@ -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__

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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__

View File

@ -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

View File

@ -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

View File

@ -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__

View File

@ -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__

View File

@ -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__

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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__

View File

@ -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__

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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 */