Remove more unused code (#87)

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sfan5 2021-12-29 13:12:09 +01:00 committed by GitHub
parent 4bdecbc6b7
commit dd09fdcb4e
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40 changed files with 2 additions and 5507 deletions

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@ -1,133 +0,0 @@
// Copyright (C) 2008-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_DYNAMIC_MESHBUFFER_H_INCLUDED__
#define __C_DYNAMIC_MESHBUFFER_H_INCLUDED__
#include "IDynamicMeshBuffer.h"
#include "CVertexBuffer.h"
#include "CIndexBuffer.h"
namespace irr
{
namespace scene
{
class CDynamicMeshBuffer: public IDynamicMeshBuffer
{
public:
//! constructor
CDynamicMeshBuffer(video::E_VERTEX_TYPE vertexType, video::E_INDEX_TYPE indexType)
: PrimitiveType(EPT_TRIANGLES)
{
VertexBuffer=new CVertexBuffer(vertexType);
IndexBuffer=new CIndexBuffer(indexType);
}
//! destructor
virtual ~CDynamicMeshBuffer()
{
if (VertexBuffer)
VertexBuffer->drop();
if (IndexBuffer)
IndexBuffer->drop();
}
virtual IVertexBuffer& getVertexBuffer() const _IRR_OVERRIDE_
{
return *VertexBuffer;
}
virtual IIndexBuffer& getIndexBuffer() const _IRR_OVERRIDE_
{
return *IndexBuffer;
}
virtual void setVertexBuffer(IVertexBuffer *newVertexBuffer) _IRR_OVERRIDE_
{
if (newVertexBuffer)
newVertexBuffer->grab();
if (VertexBuffer)
VertexBuffer->drop();
VertexBuffer=newVertexBuffer;
}
virtual void setIndexBuffer(IIndexBuffer *newIndexBuffer) _IRR_OVERRIDE_
{
if (newIndexBuffer)
newIndexBuffer->grab();
if (IndexBuffer)
IndexBuffer->drop();
IndexBuffer=newIndexBuffer;
}
//! Get Material of this buffer.
virtual const video::SMaterial& getMaterial() const _IRR_OVERRIDE_
{
return Material;
}
//! Get Material of this buffer.
virtual video::SMaterial& getMaterial() _IRR_OVERRIDE_
{
return Material;
}
//! Get bounding box
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_
{
return BoundingBox;
}
//! Set bounding box
virtual void setBoundingBox( const core::aabbox3df& box) _IRR_OVERRIDE_
{
BoundingBox = box;
}
//! Recalculate bounding box
virtual void recalculateBoundingBox() _IRR_OVERRIDE_
{
if (!getVertexBuffer().size())
BoundingBox.reset(0,0,0);
else
{
BoundingBox.reset(getVertexBuffer()[0].Pos);
for (u32 i=1; i<getVertexBuffer().size(); ++i)
BoundingBox.addInternalPoint(getVertexBuffer()[i].Pos);
}
}
//! Describe what kind of primitive geometry is used by the meshbuffer
virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) _IRR_OVERRIDE_
{
PrimitiveType = type;
}
//! Get the kind of primitive geometry which is used by the meshbuffer
virtual E_PRIMITIVE_TYPE getPrimitiveType() const _IRR_OVERRIDE_
{
return PrimitiveType;
}
video::SMaterial Material;
core::aabbox3d<f32> BoundingBox;
//! Primitive type used for rendering (triangles, lines, ...)
E_PRIMITIVE_TYPE PrimitiveType;
private:
CDynamicMeshBuffer(const CDynamicMeshBuffer&); // = delete in c++11, prevent copying
IVertexBuffer *VertexBuffer;
IIndexBuffer *IndexBuffer;
};
} // end namespace scene
} // end namespace irr
#endif

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@ -121,71 +121,6 @@ namespace video
texture which will not reflect can be set as second texture.*/
EMT_TRANSPARENT_REFLECTION_2_LAYER,
//! A solid normal map renderer.
/** First texture is the color map, the second should be the
normal map. Note that you should use this material only when
drawing geometry consisting of vertices of type
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
this format using IMeshManipulator::createMeshWithTangents()
(See SpecialFX2 Tutorial). This shader runs on vertex shader
1.1 and pixel shader 1.1 capable hardware and falls back to a
fixed function lighted material if this hardware is not
available. Only two lights are supported by this shader, if
there are more, the nearest two are chosen. */
EMT_NORMAL_MAP_SOLID,
//! A transparent normal map renderer.
/** First texture is the color map, the second should be the
normal map. Note that you should use this material only when
drawing geometry consisting of vertices of type
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
this format using IMeshManipulator::createMeshWithTangents()
(See SpecialFX2 Tutorial). This shader runs on vertex shader
1.1 and pixel shader 1.1 capable hardware and falls back to a
fixed function lighted material if this hardware is not
available. Only two lights are supported by this shader, if
there are more, the nearest two are chosen. */
EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR,
//! A transparent (based on the vertex alpha value) normal map renderer.
/** First texture is the color map, the second should be the
normal map. Note that you should use this material only when
drawing geometry consisting of vertices of type
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
this format using IMeshManipulator::createMeshWithTangents()
(See SpecialFX2 Tutorial). This shader runs on vertex shader
1.1 and pixel shader 1.1 capable hardware and falls back to a
fixed function lighted material if this hardware is not
available. Only two lights are supported by this shader, if
there are more, the nearest two are chosen. */
EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA,
//! Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping.
/** Looks a lot more realistic. This only works when the
hardware supports at least vertex shader 1.1 and pixel shader
1.4. First texture is the color map, the second should be the
normal map. The normal map texture should contain the height
value in the alpha component. The
IVideoDriver::makeNormalMapTexture() method writes this value
automatically when creating normal maps from a heightmap when
using a 32 bit texture. The height scale of the material
(affecting the bumpiness) is being controlled by the
SMaterial::MaterialTypeParam member. If set to zero, the
default value (0.02f) will be applied. Otherwise the value set
in SMaterial::MaterialTypeParam is taken. This value depends on
with which scale the texture is mapped on the material. Too
high or low values of MaterialTypeParam can result in strange
artifacts. */
EMT_PARALLAX_MAP_SOLID,
//! A material like EMT_PARALLAX_MAP_SOLID, but transparent.
/** Using EMT_TRANSPARENT_ADD_COLOR as base material. */
EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR,
//! A material like EMT_PARALLAX_MAP_SOLID, but transparent.
/** Using EMT_TRANSPARENT_VERTEX_ALPHA as base material. */
EMT_PARALLAX_MAP_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
@ -216,12 +151,6 @@ namespace video
"trans_alphach_ref",
"trans_vertex_alpha",
"trans_reflection_2layer",
"normalmap_solid",
"normalmap_trans_add",
"normalmap_trans_vertexalpha",
"parallaxmap_solid",
"parallaxmap_trans_add",
"parallaxmap_trans_vertexalpha",
"onetexture_blend",
0
};

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@ -1,36 +0,0 @@
// 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_TERRAIN_ELEMENTS_H__
#define __E_TERRAIN_ELEMENTS_H__
namespace irr
{
namespace scene
{
//! enumeration for patch sizes specifying the size of patches in the TerrainSceneNode
enum E_TERRAIN_PATCH_SIZE
{
//! patch size of 9, at most, use 4 levels of detail with this patch size.
ETPS_9 = 9,
//! patch size of 17, at most, use 5 levels of detail with this patch size.
ETPS_17 = 17,
//! patch size of 33, at most, use 6 levels of detail with this patch size.
ETPS_33 = 33,
//! patch size of 65, at most, use 7 levels of detail with this patch size.
ETPS_65 = 65,
//! patch size of 129, at most, use 8 levels of detail with this patch size.
ETPS_129 = 129
};
} // end namespace scene
} // end namespace irr
#endif

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@ -1,211 +0,0 @@
// Copyright (C) 2008-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_DYNAMIC_MESH_BUFFER_H_INCLUDED__
#define __I_DYNAMIC_MESH_BUFFER_H_INCLUDED__
#include "IMeshBuffer.h"
#include "IVertexBuffer.h"
#include "IIndexBuffer.h"
namespace irr
{
namespace scene
{
/** a dynamic meshBuffer */
class IDynamicMeshBuffer : public IMeshBuffer
{
public:
virtual IVertexBuffer &getVertexBuffer() const =0;
virtual IIndexBuffer &getIndexBuffer() const =0;
virtual void setVertexBuffer(IVertexBuffer *vertexBuffer) =0;
virtual void setIndexBuffer(IIndexBuffer *indexBuffer) =0;
//! Get the material of this meshbuffer
/** \return Material of this buffer. */
virtual video::SMaterial& getMaterial() _IRR_OVERRIDE_ =0;
//! Get the material of this meshbuffer
/** \return Material of this buffer. */
virtual const video::SMaterial& getMaterial() const _IRR_OVERRIDE_ =0;
//! Get the axis aligned bounding box of this meshbuffer.
/** \return Axis aligned bounding box of this buffer. */
virtual const core::aabbox3df& getBoundingBox() const _IRR_OVERRIDE_ =0;
//! Set axis aligned bounding box
/** \param box User defined axis aligned bounding box to use
for this buffer. */
virtual void setBoundingBox(const core::aabbox3df& box) _IRR_OVERRIDE_ =0;
//! Recalculates the bounding box. Should be called if the mesh changed.
virtual void recalculateBoundingBox() _IRR_OVERRIDE_ =0;
//! Append the vertices and indices to the current buffer
/** Only works for compatible vertex types.
\param vertices Pointer to a vertex array.
\param numVertices Number of vertices in the array.
\param indices Pointer to index array.
\param numIndices Number of indices in array. */
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) _IRR_OVERRIDE_
{
}
//! Append the meshbuffer to the current buffer
/** Only works for compatible vertex types
\param other Buffer to append to this one. */
virtual void append(const IMeshBuffer* const other) _IRR_OVERRIDE_
{
}
// ------------------- To be removed? ------------------- //
//! get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const _IRR_OVERRIDE_
{
return getVertexBuffer().getHardwareMappingHint();
}
//! get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const _IRR_OVERRIDE_
{
return getIndexBuffer().getHardwareMappingHint();
}
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX ) _IRR_OVERRIDE_
{
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_VERTEX)
getVertexBuffer().setHardwareMappingHint(NewMappingHint);
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
getIndexBuffer().setHardwareMappingHint(NewMappingHint);
}
//! flags the mesh as changed, reloads hardware buffers
virtual void setDirty(E_BUFFER_TYPE Buffer=EBT_VERTEX_AND_INDEX) _IRR_OVERRIDE_
{
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_VERTEX)
getVertexBuffer().setDirty();
if (Buffer==EBT_VERTEX_AND_INDEX || Buffer==EBT_INDEX)
getIndexBuffer().setDirty();
}
virtual u32 getChangedID_Vertex() const _IRR_OVERRIDE_
{
return getVertexBuffer().getChangedID();
}
virtual u32 getChangedID_Index() const _IRR_OVERRIDE_
{
return getIndexBuffer().getChangedID();
}
// ------------------- Old interface ------------------- //
//! Get type of vertex data which is stored in this meshbuffer.
/** \return Vertex type of this buffer. */
virtual video::E_VERTEX_TYPE getVertexType() const _IRR_OVERRIDE_
{
return getVertexBuffer().getType();
}
//! Get access to vertex data. The data is an array of vertices.
/** Which vertex type is used can be determined by getVertexType().
\return Pointer to array of vertices. */
virtual const void* getVertices() const _IRR_OVERRIDE_
{
return getVertexBuffer().getData();
}
//! Get access to vertex data. The data is an array of vertices.
/** Which vertex type is used can be determined by getVertexType().
\return Pointer to array of vertices. */
virtual void* getVertices() _IRR_OVERRIDE_
{
return getVertexBuffer().getData();
}
//! Get amount of vertices in meshbuffer.
/** \return Number of vertices in this buffer. */
virtual u32 getVertexCount() const _IRR_OVERRIDE_
{
return getVertexBuffer().size();
}
//! Get type of index data which is stored in this meshbuffer.
/** \return Index type of this buffer. */
virtual video::E_INDEX_TYPE getIndexType() const _IRR_OVERRIDE_
{
return getIndexBuffer().getType();
}
//! Get access to indices.
/** \return Pointer to indices array. */
virtual const u16* getIndices() const _IRR_OVERRIDE_
{
return (u16*)getIndexBuffer().getData();
}
//! Get access to indices.
/** \return Pointer to indices array. */
virtual u16* getIndices() _IRR_OVERRIDE_
{
return (u16*)getIndexBuffer().getData();
}
//! Get amount of indices in this meshbuffer.
/** \return Number of indices in this buffer. */
virtual u32 getIndexCount() const _IRR_OVERRIDE_
{
return getIndexBuffer().size();
}
//! returns position of vertex i
virtual const core::vector3df& getPosition(u32 i) const _IRR_OVERRIDE_
{
return getVertexBuffer()[i].Pos;
}
//! returns position of vertex i
virtual core::vector3df& getPosition(u32 i) _IRR_OVERRIDE_
{
return getVertexBuffer()[i].Pos;
}
//! returns texture coords of vertex i
virtual const core::vector2df& getTCoords(u32 i) const _IRR_OVERRIDE_
{
return getVertexBuffer()[i].TCoords;
}
//! returns texture coords of vertex i
virtual core::vector2df& getTCoords(u32 i) _IRR_OVERRIDE_
{
return getVertexBuffer()[i].TCoords;
}
//! returns normal of vertex i
virtual const core::vector3df& getNormal(u32 i) const _IRR_OVERRIDE_
{
return getVertexBuffer()[i].Normal;
}
//! returns normal of vertex i
virtual core::vector3df& getNormal(u32 i) _IRR_OVERRIDE_
{
return getVertexBuffer()[i].Normal;
}
};
} // end namespace scene
} // end namespace irr
#endif

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@ -12,7 +12,6 @@
#include "vector3d.h"
#include "dimension2d.h"
#include "SColor.h"
#include "ETerrainElements.h"
#include "ESceneNodeTypes.h"
#include "EMeshWriterEnums.h"
#include "SceneParameters.h"

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@ -509,20 +509,6 @@ namespace video
core::position2d<s32> colorKeyPixelPos,
bool zeroTexels = false) const =0;
//! Creates a normal map from a height map texture.
/** As input is considered to be a height map the texture is read like:
- For a 32-bit texture only the red channel is regarded
- For a 16-bit texture the rgb-values are averaged.
Output channels red/green for X/Y and blue for up (Z).
For a 32-bit texture we store additionally the height value in the
alpha channel. This value is used by the video::EMT_PARALLAX_MAP_SOLID
material and similar materials.
On the borders the texture is considered to repeat.
\param texture Height map texture which is converted to a normal map.
\param amplitude Constant value by which the height
information is multiplied.*/
virtual void makeNormalMapTexture(video::ITexture* texture, f32 amplitude=1.0f) const =0;
//! Set a render target.
/** This will only work if the driver supports the
EVDF_RENDER_TO_TARGET feature, which can be queried with

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@ -1,43 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __S_KEY_MAP_H_INCLUDED__
#define __S_KEY_MAP_H_INCLUDED__
#include "Keycodes.h"
namespace irr
{
//! enumeration for key actions. Used for example in the FPS Camera.
enum EKEY_ACTION
{
EKA_MOVE_FORWARD = 0,
EKA_MOVE_BACKWARD,
EKA_STRAFE_LEFT,
EKA_STRAFE_RIGHT,
EKA_JUMP_UP,
EKA_CROUCH,
EKA_ROTATE_LEFT,
EKA_ROTATE_RIGHT,
EKA_COUNT,
//! This value is not used. It only forces this enumeration to compile in 32 bit.
EKA_FORCE_32BIT = 0x7fffffff
};
//! Struct storing which key belongs to which action.
struct SKeyMap
{
SKeyMap() {}
SKeyMap(EKEY_ACTION action, EKEY_CODE keyCode) : Action(action), KeyCode(keyCode) {}
EKEY_ACTION Action;
EKEY_CODE KeyCode;
};
} // end namespace irr
#endif

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@ -355,7 +355,7 @@ namespace video
f32 Shininess;
//! Free parameter, dependent on the material type.
/** Mostly ignored, used for example in EMT_PARALLAX_MAP_SOLID,
/** Mostly ignored, used for example in
EMT_TRANSPARENT_ALPHA_CHANNEL and EMT_ONETEXTURE_BLEND. */
f32 MaterialTypeParam;

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@ -1,260 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __S_SHARED_MESH_BUFFER_H_INCLUDED__
#define __S_SHARED_MESH_BUFFER_H_INCLUDED__
#include "irrArray.h"
#include "IMeshBuffer.h"
namespace irr
{
namespace scene
{
//! Implementation of the IMeshBuffer interface with shared vertex list
struct SSharedMeshBuffer : public IMeshBuffer
{
//! constructor
SSharedMeshBuffer()
: IMeshBuffer()
, Vertices(0), ChangedID_Vertex(1), ChangedID_Index(1)
, MappingHintVertex(EHM_NEVER), MappingHintIndex(EHM_NEVER)
, PrimitiveType(EPT_TRIANGLES)
{
#ifdef _DEBUG
setDebugName("SSharedMeshBuffer");
#endif
}
//! constructor
SSharedMeshBuffer(core::array<video::S3DVertex> *vertices) : IMeshBuffer(), Vertices(vertices), ChangedID_Vertex(1), ChangedID_Index(1), MappingHintVertex(EHM_NEVER), MappingHintIndex(EHM_NEVER)
{
#ifdef _DEBUG
setDebugName("SSharedMeshBuffer");
#endif
}
//! returns the material of this meshbuffer
virtual const video::SMaterial& getMaterial() const _IRR_OVERRIDE_
{
return Material;
}
//! returns the material of this meshbuffer
virtual video::SMaterial& getMaterial() _IRR_OVERRIDE_
{
return Material;
}
//! returns pointer to vertices
virtual const void* getVertices() const _IRR_OVERRIDE_
{
if (Vertices)
return Vertices->const_pointer();
else
return 0;
}
//! returns pointer to vertices
virtual void* getVertices() _IRR_OVERRIDE_
{
if (Vertices)
return Vertices->pointer();
else
return 0;
}
//! returns amount of vertices
virtual u32 getVertexCount() const _IRR_OVERRIDE_
{
if (Vertices)
return Vertices->size();
else
return 0;
}
//! returns pointer to indices
virtual const u16* getIndices() const _IRR_OVERRIDE_
{
return Indices.const_pointer();
}
//! returns pointer to indices
virtual u16* getIndices() _IRR_OVERRIDE_
{
return Indices.pointer();
}
//! returns amount of indices
virtual u32 getIndexCount() const _IRR_OVERRIDE_
{
return Indices.size();
}
//! Get type of index data which is stored in this meshbuffer.
virtual video::E_INDEX_TYPE getIndexType() const _IRR_OVERRIDE_
{
return video::EIT_16BIT;
}
//! returns an axis aligned bounding box
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_
{
return BoundingBox;
}
//! set user axis aligned bounding box
virtual void setBoundingBox( const core::aabbox3df& box) _IRR_OVERRIDE_
{
BoundingBox = box;
}
//! returns which type of vertex data is stored.
virtual video::E_VERTEX_TYPE getVertexType() const _IRR_OVERRIDE_
{
return video::EVT_STANDARD;
}
//! recalculates the bounding box. should be called if the mesh changed.
virtual void recalculateBoundingBox() _IRR_OVERRIDE_
{
if (!Vertices || Vertices->empty() || Indices.empty())
BoundingBox.reset(0,0,0);
else
{
BoundingBox.reset((*Vertices)[Indices[0]].Pos);
for (u32 i=1; i<Indices.size(); ++i)
BoundingBox.addInternalPoint((*Vertices)[Indices[i]].Pos);
}
}
//! returns position of vertex i
virtual const core::vector3df& getPosition(u32 i) const _IRR_OVERRIDE_
{
_IRR_DEBUG_BREAK_IF(!Vertices);
return (*Vertices)[Indices[i]].Pos;
}
//! returns position of vertex i
virtual core::vector3df& getPosition(u32 i) _IRR_OVERRIDE_
{
_IRR_DEBUG_BREAK_IF(!Vertices);
return (*Vertices)[Indices[i]].Pos;
}
//! returns normal of vertex i
virtual const core::vector3df& getNormal(u32 i) const _IRR_OVERRIDE_
{
_IRR_DEBUG_BREAK_IF(!Vertices);
return (*Vertices)[Indices[i]].Normal;
}
//! returns normal of vertex i
virtual core::vector3df& getNormal(u32 i) _IRR_OVERRIDE_
{
_IRR_DEBUG_BREAK_IF(!Vertices);
return (*Vertices)[Indices[i]].Normal;
}
//! returns texture coord of vertex i
virtual const core::vector2df& getTCoords(u32 i) const _IRR_OVERRIDE_
{
_IRR_DEBUG_BREAK_IF(!Vertices);
return (*Vertices)[Indices[i]].TCoords;
}
//! returns texture coord of vertex i
virtual core::vector2df& getTCoords(u32 i) _IRR_OVERRIDE_
{
_IRR_DEBUG_BREAK_IF(!Vertices);
return (*Vertices)[Indices[i]].TCoords;
}
//! append the vertices and indices to the current buffer
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) _IRR_OVERRIDE_ {}
//! append the meshbuffer to the current buffer
virtual void append(const IMeshBuffer* const other) _IRR_OVERRIDE_ {}
//! get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Vertex() const _IRR_OVERRIDE_
{
return MappingHintVertex;
}
//! get the current hardware mapping hint
virtual E_HARDWARE_MAPPING getHardwareMappingHint_Index() const _IRR_OVERRIDE_
{
return MappingHintIndex;
}
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) _IRR_OVERRIDE_
{
if (buffer==EBT_VERTEX_AND_INDEX || buffer==EBT_VERTEX)
MappingHintVertex=NewMappingHint;
if (buffer==EBT_VERTEX_AND_INDEX || buffer==EBT_INDEX)
MappingHintIndex=NewMappingHint;
}
//! Describe what kind of primitive geometry is used by the meshbuffer
virtual void setPrimitiveType(E_PRIMITIVE_TYPE type) _IRR_OVERRIDE_
{
PrimitiveType = type;
}
//! Get the kind of primitive geometry which is used by the meshbuffer
virtual E_PRIMITIVE_TYPE getPrimitiveType() const _IRR_OVERRIDE_
{
return PrimitiveType;
}
//! flags the mesh as changed, reloads hardware buffers
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) _IRR_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. */
virtual u32 getChangedID_Vertex() const _IRR_OVERRIDE_ {return ChangedID_Vertex;}
//! Get the currently used ID for identification of changes.
/** This shouldn't be used for anything outside the VideoDriver. */
virtual u32 getChangedID_Index() const _IRR_OVERRIDE_ {return ChangedID_Index;}
//! Material of this meshBuffer
video::SMaterial Material;
//! Shared Array of vertices
core::array<video::S3DVertex> *Vertices;
//! Array of indices
core::array<u16> Indices;
//! ID used for hardware buffer management
u32 ChangedID_Vertex;
//! ID used for hardware buffer management
u32 ChangedID_Index;
//! Bounding box
core::aabbox3df BoundingBox;
//! hardware mapping hint
E_HARDWARE_MAPPING MappingHintVertex;
E_HARDWARE_MAPPING MappingHintIndex;
//! Primitive type used for rendering (triangles, lines, ...)
E_PRIMITIVE_TYPE PrimitiveType;
};
} // end namespace scene
} // end namespace irr
#endif

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@ -31,7 +31,6 @@
#include "IrrCompileConfig.h"
#include "aabbox3d.h"
#include "CDynamicMeshBuffer.h"
#include "CIndexBuffer.h"
#include "CMeshBuffer.h"
#include "coreutil.h"
@ -50,7 +49,6 @@
#include "EMeshWriterEnums.h"
#include "EMessageBoxFlags.h"
#include "ESceneNodeTypes.h"
#include "ETerrainElements.h"
#include "fast_atof.h"
#include "heapsort.h"
#include "IAnimatedMesh.h"
@ -63,7 +61,6 @@
#include "IContextManager.h"
#include "ICursorControl.h"
#include "IDummyTransformationSceneNode.h"
#include "IDynamicMeshBuffer.h"
#include "IEventReceiver.h"
#include "IFileList.h"
#include "IFileSystem.h"
@ -150,12 +147,10 @@
#include "SColor.h"
#include "SExposedVideoData.h"
#include "SIrrCreationParameters.h"
#include "SKeyMap.h"
#include "SLight.h"
#include "SMaterial.h"
#include "SMesh.h"
#include "SMeshBuffer.h"
#include "SSharedMeshBuffer.h"
#include "SSkinMeshBuffer.h"
#include "SVertexIndex.h"
#include "SViewFrustum.h"

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@ -1,74 +0,0 @@
#define MAX_LIGHTS 2
precision mediump float;
/* Uniforms */
uniform sampler2D uTextureUnit0;
uniform sampler2D uTextureUnit1;
uniform int uFogEnable;
uniform int uFogType;
uniform vec4 uFogColor;
uniform float uFogStart;
uniform float uFogEnd;
uniform float uFogDensity;
/* Varyings */
varying vec2 vTexCoord;
varying vec3 vLightVector[MAX_LIGHTS];
varying vec4 vLightColor[MAX_LIGHTS];
varying float vFogCoord;
float computeFog()
{
const float LOG2 = 1.442695;
float FogFactor = 0.0;
if (uFogType == 0) // Exp
{
FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
}
else if (uFogType == 1) // Linear
{
float Scale = 1.0 / (uFogEnd - uFogStart);
FogFactor = (uFogEnd - vFogCoord) * Scale;
}
else if (uFogType == 2) // Exp2
{
FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
}
FogFactor = clamp(FogFactor, 0.0, 1.0);
return FogFactor;
}
void main()
{
vec4 Color = texture2D(uTextureUnit0, vTexCoord);
vec3 Normal = texture2D(uTextureUnit1, vTexCoord).xyz * 2.0 - 1.0;
vec4 FinalColor = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < int(MAX_LIGHTS); i++)
{
vec3 LightVector = normalize(vLightVector[i]);
float Lambert = max(dot(LightVector, Normal), 0.0);
FinalColor += vec4(Lambert) * vLightColor[i];
}
FinalColor *= Color;
FinalColor.w = vLightColor[0].w;
if (bool(uFogEnable))
{
float FogFactor = computeFog();
vec4 FogColor = uFogColor;
FogColor.a = 1.0;
FinalColor = mix(FogColor, FinalColor, FogFactor);
}
gl_FragColor = FinalColor;
}

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@ -1,52 +0,0 @@
#define MAX_LIGHTS 2
/* Attributes */
attribute vec3 inVertexPosition;
attribute vec3 inVertexNormal;
attribute vec3 inVertexTangent;
attribute vec3 inVertexBinormal;
attribute vec4 inVertexColor;
attribute vec2 inTexCoord0;
/* Uniforms */
uniform mat4 uWVPMatrix;
uniform mat4 uWVMatrix;
uniform vec3 uLightPosition[MAX_LIGHTS];
uniform vec4 uLightColor[MAX_LIGHTS];
/* Varyings */
varying vec2 vTexCoord;
varying vec3 vLightVector[MAX_LIGHTS];
varying vec4 vLightColor[MAX_LIGHTS];
varying float vFogCoord;
void main()
{
gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
vTexCoord = inTexCoord0;
for (int i = 0; i < int(MAX_LIGHTS); i++)
{
vec3 LightVector = uLightPosition[i] - inVertexPosition;
vLightVector[i].x = dot(inVertexTangent, LightVector);
vLightVector[i].y = dot(inVertexBinormal, LightVector);
vLightVector[i].z = dot(inVertexNormal, LightVector);
vLightColor[i].x = dot(LightVector, LightVector);
vLightColor[i].x *= uLightColor[i].a;
vLightColor[i] = vec4(inversesqrt(vLightColor[i].x));
vLightColor[i] *= uLightColor[i];
vLightColor[i].a = inVertexColor.a;
vLightColor[i].x = clamp(vLightColor[i].x, 0.0, 1.0);
vLightColor[i].y = clamp(vLightColor[i].y, 0.0, 1.0);
vLightColor[i].z = clamp(vLightColor[i].z, 0.0, 1.0);
}
vFogCoord = length((uWVMatrix * vec4(inVertexPosition, 1.0)).xyz);
}

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@ -1,82 +0,0 @@
#define MAX_LIGHTS 2
precision mediump float;
/* Uniforms */
uniform float uFactor;
uniform sampler2D uTextureUnit0;
uniform sampler2D uTextureUnit1;
uniform int uFogEnable;
uniform int uFogType;
uniform vec4 uFogColor;
uniform float uFogStart;
uniform float uFogEnd;
uniform float uFogDensity;
/* Varyings */
varying vec2 vTexCoord;
varying vec3 vEyeVector;
varying vec3 vLightVector[MAX_LIGHTS];
varying vec4 vLightColor[MAX_LIGHTS];
varying float vFogCoord;
float computeFog()
{
const float LOG2 = 1.442695;
float FogFactor = 0.0;
if (uFogType == 0) // Exp
{
FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
}
else if (uFogType == 1) // Linear
{
float Scale = 1.0 / (uFogEnd - uFogStart);
FogFactor = (uFogEnd - vFogCoord) * Scale;
}
else if (uFogType == 2) // Exp2
{
FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
}
FogFactor = clamp(FogFactor, 0.0, 1.0);
return FogFactor;
}
void main()
{
vec4 TempFetch = texture2D(uTextureUnit1, vTexCoord) * 2.0 - 1.0;
TempFetch *= uFactor;
vec3 EyeVector = normalize(vEyeVector);
vec2 TexCoord = EyeVector.xy * TempFetch.w + vTexCoord;
vec4 Color = texture2D(uTextureUnit0, TexCoord);
vec3 Normal = texture2D(uTextureUnit1, TexCoord).xyz * 2.0 - 1.0;
vec4 FinalColor = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < int(MAX_LIGHTS); i++)
{
vec3 LightVector = normalize(vLightVector[i]);
float Lambert = max(dot(LightVector, Normal), 0.0);
FinalColor += vec4(Lambert) * vLightColor[i];
}
FinalColor *= Color;
FinalColor.w = vLightColor[0].w;
if (bool(uFogEnable))
{
float FogFactor = computeFog();
vec4 FogColor = uFogColor;
FogColor.a = 1.0;
FinalColor = mix(FogColor, FinalColor, FogFactor);
}
gl_FragColor = FinalColor;
}

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@ -1,61 +0,0 @@
#define MAX_LIGHTS 2
/* Attributes */
attribute vec3 inVertexPosition;
attribute vec3 inVertexNormal;
attribute vec3 inVertexTangent;
attribute vec3 inVertexBinormal;
attribute vec4 inVertexColor;
attribute vec2 inTexCoord0;
/* Uniforms */
uniform mat4 uWVPMatrix;
uniform mat4 uWVMatrix;
uniform vec3 uEyePosition;
uniform vec3 uLightPosition[MAX_LIGHTS];
uniform vec4 uLightColor[MAX_LIGHTS];
/* Varyings */
varying vec2 vTexCoord;
varying vec3 vEyeVector;
varying vec3 vLightVector[MAX_LIGHTS];
varying vec4 vLightColor[MAX_LIGHTS];
varying float vFogCoord;
void main()
{
gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
vTexCoord = inTexCoord0;
vec3 EyeVector = uEyePosition - inVertexPosition;
vEyeVector.x = dot(inVertexTangent, EyeVector);
vEyeVector.y = dot(inVertexBinormal, EyeVector);
vEyeVector.z = dot(inVertexNormal, EyeVector);
vEyeVector *= vec3(1.0, -1.0, -1.0);
for (int i = 0; i < int(MAX_LIGHTS); i++)
{
vec3 LightVector = uLightPosition[i] - inVertexPosition;
vLightVector[i].x = dot(inVertexTangent, LightVector);
vLightVector[i].y = dot(inVertexBinormal, LightVector);
vLightVector[i].z = dot(inVertexNormal, LightVector);
vLightColor[i].x = dot(LightVector, LightVector);
vLightColor[i].x *= uLightColor[i].a;
vLightColor[i] = vec4(inversesqrt(vLightColor[i].x));
vLightColor[i] *= uLightColor[i];
vLightColor[i].a = inVertexColor.a;
vLightColor[i].x = clamp(vLightColor[i].x, 0.0, 1.0);
vLightColor[i].y = clamp(vLightColor[i].y, 0.0, 1.0);
vLightColor[i].z = clamp(vLightColor[i].z, 0.0, 1.0);
}
vFogCoord = length((uWVMatrix * vec4(inVertexPosition, 1.0)).xyz);
}

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@ -1057,73 +1057,6 @@ static s32 Blit(eBlitter operation,
return 1;
}
#if defined(SOFTWARE_DRIVER_2_2D_AS_2D)
static s32 StretchBlit(eBlitter operation,
video::IImage* dest, const core::rect<s32>* destClipping,const core::rect<s32> *destRect,
video::IImage* const source,const core::rect<s32> *srcRect, const core::dimension2d<u32>* source_org,
u32 argb)
{
tExecuteBlit blitter = getBlitter2( operation, dest, source );
if ( 0 == blitter )
{
return 0;
}
SBlitJob job;
AbsRectangle destClip;
AbsRectangle v;
setClip(destClip, destClipping, dest, 0, 0);
setClip(v, destRect, 0, 1, 0);
if (!intersect(job.Dest, destClip, v))
return 0;
// Clipping
setClip ( job.Source, srcRect, source, 1, source_org);
job.width = job.Dest.x1-job.Dest.x0;
job.height = job.Dest.y1-job.Dest.y0;
job.argb = argb;
// use original dest size, despite any clipping
const int dst_w = v.x1 - v.x0; // destRect->getWidth();
const int dst_h = v.y1 - v.y0; // destRect->getHeight();
const int src_w = job.Source.x1 - job.Source.x0;
const int src_h = job.Source.y1 - job.Source.y0;
job.stretch = dst_w != src_w || dst_h != src_h;
job.x_stretch = dst_w ? (float)src_w / (float)dst_w : 1.f;
job.y_stretch = dst_h ? (float)src_h / (float)dst_h : 1.f;
if ( source )
{
job.srcPitch = source->getPitch();
job.srcPixelMul = source->getBytesPerPixel();
//dest-clippling. advance source. loosing subpixel precision
job.Source.x0 += (s32)floorf(job.x_stretch * (job.Dest.x0 - v.x0));
job.Source.y0 += (s32)floorf(job.y_stretch * (job.Dest.y0 - v.y0));
job.src = (void*) ( (u8*) source->getData() + ( job.Source.y0 * job.srcPitch ) + ( job.Source.x0 * job.srcPixelMul ) );
}
else
{
// use srcPitch for color operation on dest
job.srcPitch = job.width * dest->getBytesPerPixel();
}
job.dstPitch = dest->getPitch();
job.dstPixelMul = dest->getBytesPerPixel();
job.dst = (void*) ( (u8*) dest->getData() + ( job.Dest.y0 * job.dstPitch ) + ( job.Dest.x0 * job.dstPixelMul ) );
blitter( &job );
return 1;
}
#endif
}
#endif

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@ -162,8 +162,6 @@ set(IRRDRVROBJ
CNullDriver.cpp
COpenGLCacheHandler.cpp
COpenGLDriver.cpp
COpenGLNormalMapRenderer.cpp
COpenGLParallaxMapRenderer.cpp
COpenGLShaderMaterialRenderer.cpp
COpenGLSLMaterialRenderer.cpp
COpenGLExtensionHandler.cpp
@ -173,8 +171,6 @@ set(IRRDRVROBJ
COGLES2ExtensionHandler.cpp
COGLES2FixedPipelineRenderer.cpp
COGLES2MaterialRenderer.cpp
COGLES2NormalMapRenderer.cpp
COGLES2ParallaxMapRenderer.cpp
COGLES2Renderer2D.cpp
CWebGL1Driver.cpp
CGLXManager.cpp

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@ -1291,124 +1291,6 @@ void CNullDriver::makeColorKeyTexture(video::ITexture* texture,
}
//! Creates a normal map from a height map texture.
//! \param amplitude: Constant value by which the height information is multiplied.
void CNullDriver::makeNormalMapTexture(video::ITexture* texture, f32 amplitude) const
{
if (!texture)
return;
if (texture->getColorFormat() != ECF_A1R5G5B5 &&
texture->getColorFormat() != ECF_A8R8G8B8 )
{
os::Printer::log("Error: Unsupported texture color format for making normal map.", ELL_ERROR);
return;
}
core::dimension2d<u32> dim = texture->getSize();
amplitude = amplitude / 255.0f;
f32 vh = dim.Height / (f32)dim.Width;
f32 hh = dim.Width / (f32)dim.Height;
if (texture->getColorFormat() == ECF_A8R8G8B8)
{
// ECF_A8R8G8B8 version
s32 *p = (s32*)texture->lock();
if (!p)
{
os::Printer::log("Could not lock texture for making normal map.", ELL_ERROR);
return;
}
// copy texture
u32 pitch = texture->getPitch() / 4;
s32* in = new s32[dim.Height * pitch];
memcpy(in, p, dim.Height * pitch * 4);
for (s32 x=0; x < s32(pitch); ++x)
for (s32 y=0; y < s32(dim.Height); ++y)
{
// TODO: this could be optimized really a lot
core::vector3df h1((x-1)*hh, nml32(x-1, y, pitch, dim.Height, in)*amplitude, y*vh);
core::vector3df h2((x+1)*hh, nml32(x+1, y, pitch, dim.Height, in)*amplitude, y*vh);
//core::vector3df v1(x*hh, nml32(x, y-1, pitch, dim.Height, in)*amplitude, (y-1)*vh);
//core::vector3df v2(x*hh, nml32(x, y+1, pitch, dim.Height, in)*amplitude, (y+1)*vh);
core::vector3df v1(x*hh, nml32(x, y+1, pitch, dim.Height, in)*amplitude, (y-1)*vh);
core::vector3df v2(x*hh, nml32(x, y-1, pitch, dim.Height, in)*amplitude, (y+1)*vh);
core::vector3df v = v1-v2;
core::vector3df h = h1-h2;
core::vector3df n = v.crossProduct(h);
n.normalize();
n *= 0.5f;
n += core::vector3df(0.5f,0.5f,0.5f); // now between 0 and 1
n *= 255.0f;
s32 height = (s32)nml32(x, y, pitch, dim.Height, in);
p[y*pitch + x] = video::SColor(
height, // store height in alpha
(s32)n.X, (s32)n.Z, (s32)n.Y).color;
}
delete [] in;
texture->unlock();
}
else
{
// ECF_A1R5G5B5 version
s16 *p = (s16*)texture->lock();
if (!p)
{
os::Printer::log("Could not lock texture for making normal map.", ELL_ERROR);
return;
}
u32 pitch = texture->getPitch() / 2;
// copy texture
s16* in = new s16[dim.Height * pitch];
memcpy(in, p, dim.Height * pitch * 2);
for (s32 x=0; x < s32(pitch); ++x)
for (s32 y=0; y < s32(dim.Height); ++y)
{
// TODO: this could be optimized really a lot
core::vector3df h1((x-1)*hh, nml16(x-1, y, pitch, dim.Height, in)*amplitude, y*vh);
core::vector3df h2((x+1)*hh, nml16(x+1, y, pitch, dim.Height, in)*amplitude, y*vh);
core::vector3df v1(x*hh, nml16(x, y-1, pitch, dim.Height, in)*amplitude, (y-1)*vh);
core::vector3df v2(x*hh, nml16(x, y+1, pitch, dim.Height, in)*amplitude, (y+1)*vh);
core::vector3df v = v1-v2;
core::vector3df h = h1-h2;
core::vector3df n = v.crossProduct(h);
n.normalize();
n *= 0.5f;
n += core::vector3df(0.5f,0.5f,0.5f); // now between 0 and 1
n *= 255.0f;
p[y*pitch + x] = video::RGBA16((u32)n.X, (u32)n.Z, (u32)n.Y);
}
delete [] in;
texture->unlock();
}
texture->regenerateMipMapLevels();
}
//! Returns the maximum amount of primitives (mostly vertices) which
//! the device is able to render with one drawIndexedTriangleList
//! call.

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@ -335,10 +335,6 @@ namespace video
virtual void makeColorKeyTexture(video::ITexture* texture, core::position2d<s32> colorKeyPixelPos,
bool zeroTexels) const _IRR_OVERRIDE_;
//! Creates a normal map from a height map texture.
//! \param amplitude: Constant value by which the height information is multiplied.
virtual void makeNormalMapTexture(video::ITexture* texture, f32 amplitude=1.0f) const _IRR_OVERRIDE_;
//! Returns the maximum amount of primitives (mostly vertices) which
//! the device is able to render with one drawIndexedTriangleList
//! call.
@ -720,35 +716,6 @@ namespace video
// prints renderer version
void printVersion();
//! normal map lookup 32 bit version
inline f32 nml32(int x, int y, int pitch, int height, s32 *p) const
{
if (x < 0)
x = pitch-1;
if (x >= pitch)
x = 0;
if (y < 0)
y = height-1;
if (y >= height)
y = 0;
return (f32)(((p[(y * pitch) + x])>>16) & 0xff);
}
//! normal map lookup 16 bit version
inline f32 nml16(int x, int y, int pitch, int height, s16 *p) const
{
if (x < 0)
x = pitch-1;
if (x >= pitch)
x = 0;
if (y < 0)
y = height-1;
if (y >= height)
y = 0;
return (f32) getAverage ( p[(y * pitch) + x] );
}
inline bool getWriteZBuffer(const SMaterial& material) const
{
switch ( material.ZWriteEnable )

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@ -316,15 +316,6 @@ IAnimatedMesh* COBJMeshFileLoader::createMesh(io::IReadFile* file)
Materials[m]->Meshbuffer->recalculateBoundingBox();
if (Materials[m]->RecalculateNormals)
SceneManager->getMeshManipulator()->recalculateNormals(Materials[m]->Meshbuffer);
if (Materials[m]->Meshbuffer->Material.MaterialType == video::EMT_PARALLAX_MAP_SOLID)
{
SMesh tmp;
tmp.addMeshBuffer(Materials[m]->Meshbuffer);
IMesh* tangentMesh = SceneManager->getMeshManipulator()->createMeshWithTangents(&tmp);
mesh->addMeshBuffer(tangentMesh->getMeshBuffer(0));
tangentMesh->drop();
}
else
mesh->addMeshBuffer( Materials[m]->Meshbuffer );
}
}

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@ -15,8 +15,6 @@
#include "COGLES2MaterialRenderer.h"
#include "COGLES2FixedPipelineRenderer.h"
#include "COGLES2NormalMapRenderer.h"
#include "COGLES2ParallaxMapRenderer.h"
#include "COGLES2Renderer2D.h"
#include "EVertexAttributes.h"
@ -248,12 +246,6 @@ COGLES2Driver::~COGLES2Driver()
COGLES2MaterialSolidCB* TransparentAlphaChannelRefCB = new COGLES2MaterialSolidCB();
COGLES2MaterialSolidCB* TransparentVertexAlphaCB = new COGLES2MaterialSolidCB();
COGLES2MaterialReflectionCB* TransparentReflection2LayerCB = new COGLES2MaterialReflectionCB();
COGLES2MaterialNormalMapCB* NormalMapCB = new COGLES2MaterialNormalMapCB();
COGLES2MaterialNormalMapCB* NormalMapAddColorCB = new COGLES2MaterialNormalMapCB();
COGLES2MaterialNormalMapCB* NormalMapVertexAlphaCB = new COGLES2MaterialNormalMapCB();
COGLES2MaterialParallaxMapCB* ParallaxMapCB = new COGLES2MaterialParallaxMapCB();
COGLES2MaterialParallaxMapCB* ParallaxMapAddColorCB = new COGLES2MaterialParallaxMapCB();
COGLES2MaterialParallaxMapCB* ParallaxMapVertexAlphaCB = new COGLES2MaterialParallaxMapCB();
COGLES2MaterialOneTextureBlendCB* OneTextureBlendCB = new COGLES2MaterialOneTextureBlendCB();
// Create built-in materials.
@ -342,30 +334,6 @@ COGLES2Driver::~COGLES2Driver()
addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentReflection2LayerCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
VertexShader = OGLES2ShaderPath + "COGLES2NormalMap.vsh";
FragmentShader = OGLES2ShaderPath + "COGLES2NormalMap.fsh";
addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, NormalMapCB, EMT_SOLID, 0);
addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, NormalMapAddColorCB, EMT_TRANSPARENT_ADD_COLOR, 0);
addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, NormalMapVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
VertexShader = OGLES2ShaderPath + "COGLES2ParallaxMap.vsh";
FragmentShader = OGLES2ShaderPath + "COGLES2ParallaxMap.fsh";
addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, ParallaxMapCB, EMT_SOLID, 0);
addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, ParallaxMapAddColorCB, EMT_TRANSPARENT_ADD_COLOR, 0);
addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, ParallaxMapVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
VertexShader = OGLES2ShaderPath + "COGLES2Solid.vsh";
FragmentShader = OGLES2ShaderPath + "COGLES2OneTextureBlend.fsh";
@ -391,12 +359,6 @@ COGLES2Driver::~COGLES2Driver()
TransparentAlphaChannelRefCB->drop();
TransparentVertexAlphaCB->drop();
TransparentReflection2LayerCB->drop();
NormalMapCB->drop();
NormalMapAddColorCB->drop();
NormalMapVertexAlphaCB->drop();
ParallaxMapCB->drop();
ParallaxMapAddColorCB->drop();
ParallaxMapVertexAlphaCB->drop();
OneTextureBlendCB->drop();
// Create 2D material renderers

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@ -37,8 +37,6 @@ namespace video
{
class COGLES2FixedPipelineRenderer;
class COGLES2NormalMapRenderer;
class COGLES2ParallaxMapRenderer;
class COGLES2Renderer2D;
class COGLES2Driver : public CNullDriver, public IMaterialRendererServices, public COGLES2ExtensionHandler

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@ -40,13 +40,9 @@ COGLES2MaterialRenderer::COGLES2MaterialRenderer(COGLES2Driver* driver,
{
case EMT_TRANSPARENT_VERTEX_ALPHA:
case EMT_TRANSPARENT_ALPHA_CHANNEL:
case EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA:
case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:
Alpha = true;
break;
case EMT_TRANSPARENT_ADD_COLOR:
case EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR:
case EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR:
FixedBlending = true;
break;
case EMT_ONETEXTURE_BLEND:
@ -72,13 +68,9 @@ COGLES2MaterialRenderer::COGLES2MaterialRenderer(COGLES2Driver* driver,
{
case EMT_TRANSPARENT_VERTEX_ALPHA:
case EMT_TRANSPARENT_ALPHA_CHANNEL:
case EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA:
case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:
Alpha = true;
break;
case EMT_TRANSPARENT_ADD_COLOR:
case EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR:
case EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR:
FixedBlending = true;
break;
case EMT_ONETEXTURE_BLEND:

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@ -1,132 +0,0 @@
// Copyright (C) 2014 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "COGLES2NormalMapRenderer.h"
#ifdef _IRR_COMPILE_WITH_OGLES2_
#include "IMaterialRendererServices.h"
#include "IGPUProgrammingServices.h"
#include "IShaderConstantSetCallBack.h"
#include "IVideoDriver.h"
#include "SLight.h"
#include "os.h"
namespace irr
{
namespace video
{
// EMT_NORMAL_MAP_SOLID + EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR + EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA
COGLES2MaterialNormalMapCB::COGLES2MaterialNormalMapCB() :
FirstUpdate(true), WVPMatrixID(-1), WVMatrixID(-1), LightPositionID(-1), LightColorID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1),
FogEnableID(-1), FogTypeID(-1), FogColorID(-1), FogStartID(-1), FogEndID(-1), FogDensityID(-1), TextureUnit0(0), TextureUnit1(1),
FogEnable(0), FogType(1), FogColor(SColorf(0.f, 0.f, 0.f, 1.f)), FogStart(0.f), FogEnd(0.f), FogDensity(0.f)
{
for (u32 i = 0; i < 2; ++i)
{
LightPosition[i] = core::vector3df(0.f, 0.f, 0.f);
LightColor[i] = SColorf(0.f, 0.f, 0.f, 1.f);
}
}
void COGLES2MaterialNormalMapCB::OnSetMaterial(const SMaterial& material)
{
if (material.FogEnable)
FogEnable = 1;
else
FogEnable = 0;
}
void COGLES2MaterialNormalMapCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)
{
IVideoDriver* driver = services->getVideoDriver();
if (FirstUpdate)
{
WVPMatrixID = services->getVertexShaderConstantID("uWVPMatrix");
WVMatrixID = services->getVertexShaderConstantID("uWVMatrix");
LightPositionID = services->getVertexShaderConstantID("uLightPosition");
LightColorID = services->getVertexShaderConstantID("uLightColor");
TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");
TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1");
FogEnableID = services->getVertexShaderConstantID("uFogEnable");
FogTypeID = services->getVertexShaderConstantID("uFogType");
FogColorID = services->getVertexShaderConstantID("uFogColor");
FogStartID = services->getVertexShaderConstantID("uFogStart");
FogEndID = services->getVertexShaderConstantID("uFogEnd");
FogDensityID = services->getVertexShaderConstantID("uFogDensity");
FirstUpdate = false;
}
const core::matrix4 W = driver->getTransform(ETS_WORLD);
const core::matrix4 V = driver->getTransform(ETS_VIEW);
const core::matrix4 P = driver->getTransform(ETS_PROJECTION);
core::matrix4 Matrix = P * V * W;
services->setPixelShaderConstant(WVPMatrixID, Matrix.pointer(), 16);
Matrix = V * W;
services->setPixelShaderConstant(WVMatrixID, Matrix.pointer(), 16);
Matrix = W;
Matrix.makeInverse();
const u32 LightCount = driver->getDynamicLightCount();
for (u32 i = 0; i < 2; ++i)
{
SLight CurrentLight;
if (i < LightCount)
CurrentLight = driver->getDynamicLight(i);
else
{
CurrentLight.DiffuseColor.set(0.f, 0.f, 0.f);
CurrentLight.Radius = 1.f;
}
CurrentLight.DiffuseColor.a = 1.f / (CurrentLight.Radius*CurrentLight.Radius);
Matrix.transformVect(CurrentLight.Position);
LightPosition[i] = CurrentLight.Position;
LightColor[i] = CurrentLight.DiffuseColor;
}
services->setPixelShaderConstant(LightPositionID, reinterpret_cast<f32*>(LightPosition), 6);
services->setPixelShaderConstant(LightColorID, reinterpret_cast<f32*>(LightColor), 8);
services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);
services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1);
services->setPixelShaderConstant(FogEnableID, &FogEnable, 1);
if (FogEnable)
{
SColor TempColor(0);
E_FOG_TYPE TempType = EFT_FOG_LINEAR;
bool TempPerFragment = false;
bool TempRange = false;
driver->getFog(TempColor, TempType, FogStart, FogEnd, FogDensity, TempPerFragment, TempRange);
FogType = (s32)TempType;
FogColor = SColorf(TempColor);
services->setPixelShaderConstant(FogTypeID, &FogType, 1);
services->setPixelShaderConstant(FogColorID, reinterpret_cast<f32*>(&FogColor), 4);
services->setPixelShaderConstant(FogStartID, &FogStart, 1);
services->setPixelShaderConstant(FogEndID, &FogEnd, 1);
services->setPixelShaderConstant(FogDensityID, &FogDensity, 1);
}
}
}
}
#endif

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@ -1,62 +0,0 @@
// Copyright (C) 2014 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_OGLES2_NORMAL_MAP_RENDERER_H_INCLUDED__
#define __C_OGLES2_NORMAL_MAP_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OGLES2_
#include "IMaterialRenderer.h"
#include "IShaderConstantSetCallBack.h"
#include "COGLES2Common.h"
namespace irr
{
namespace video
{
class COGLES2MaterialNormalMapCB : public IShaderConstantSetCallBack
{
public:
COGLES2MaterialNormalMapCB();
virtual void OnSetMaterial(const SMaterial& material);
virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
protected:
bool FirstUpdate;
s32 WVPMatrixID;
s32 WVMatrixID;
s32 LightPositionID;
s32 LightColorID;
s32 TextureUnit0ID;
s32 TextureUnit1ID;
s32 FogEnableID;
s32 FogTypeID;
s32 FogColorID;
s32 FogStartID;
s32 FogEndID;
s32 FogDensityID;
core::vector3df LightPosition[2];
SColorf LightColor[2];
s32 TextureUnit0;
s32 TextureUnit1;
s32 FogEnable;
s32 FogType;
SColorf FogColor;
f32 FogStart;
f32 FogEnd;
f32 FogDensity;
};
}
}
#endif
#endif

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@ -1,146 +0,0 @@
// Copyright (C) 2014 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "COGLES2ParallaxMapRenderer.h"
#ifdef _IRR_COMPILE_WITH_OGLES2_
#include "IMaterialRendererServices.h"
#include "IGPUProgrammingServices.h"
#include "IShaderConstantSetCallBack.h"
#include "IVideoDriver.h"
#include "SLight.h"
#include "os.h"
namespace irr
{
namespace video
{
// EMT_PARALLAX_MAP_SOLID + EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR + EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA
COGLES2MaterialParallaxMapCB::COGLES2MaterialParallaxMapCB() :
FirstUpdate(true), WVPMatrixID(-1), WVMatrixID(-1), EyePositionID(-1), LightPositionID(-1), LightColorID(-1), FactorID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1),
FogEnableID(-1), FogTypeID(-1), FogColorID(-1), FogStartID(-1), FogEndID(-1), FogDensityID(-1), Factor(0.02f), TextureUnit0(0), TextureUnit1(1),
FogEnable(0), FogType(1), FogColor(SColorf(0.f, 0.f, 0.f, 1.f)), FogStart(0.f), FogEnd(0.f), FogDensity(0.f)
{
for (u32 i = 0; i < 2; ++i)
{
LightPosition[i] = core::vector3df(0.f, 0.f, 0.f);
LightColor[i] = SColorf(0.f, 0.f, 0.f, 1.f);
}
}
void COGLES2MaterialParallaxMapCB::OnSetMaterial(const SMaterial& material)
{
if (!core::equals(material.MaterialTypeParam, 0.f))
Factor = material.MaterialTypeParam;
else
Factor = 0.02f;
if (material.FogEnable)
FogEnable = 1;
else
FogEnable = 0;
}
void COGLES2MaterialParallaxMapCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)
{
IVideoDriver* driver = services->getVideoDriver();
if (FirstUpdate)
{
WVPMatrixID = services->getVertexShaderConstantID("uWVPMatrix");
WVMatrixID = services->getVertexShaderConstantID("uWVMatrix");
EyePositionID = services->getVertexShaderConstantID("uEyePosition");
LightPositionID = services->getVertexShaderConstantID("uLightPosition");
LightColorID = services->getVertexShaderConstantID("uLightColor");
FactorID = services->getVertexShaderConstantID("uFactor");
TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");
TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1");
FogEnableID = services->getVertexShaderConstantID("uFogEnable");
FogTypeID = services->getVertexShaderConstantID("uFogType");
FogColorID = services->getVertexShaderConstantID("uFogColor");
FogStartID = services->getVertexShaderConstantID("uFogStart");
FogEndID = services->getVertexShaderConstantID("uFogEnd");
FogDensityID = services->getVertexShaderConstantID("uFogDensity");
FirstUpdate = false;
}
const core::matrix4 W = driver->getTransform(ETS_WORLD);
const core::matrix4 V = driver->getTransform(ETS_VIEW);
const core::matrix4 P = driver->getTransform(ETS_PROJECTION);
core::matrix4 Matrix = P * V * W;
services->setPixelShaderConstant(WVPMatrixID, Matrix.pointer(), 16);
Matrix = V * W;
services->setPixelShaderConstant(WVMatrixID, Matrix.pointer(), 16);
core::vector3df EyePosition(0.0f, 0.0f, 0.0f);
Matrix.makeInverse();
Matrix.transformVect(EyePosition);
services->setPixelShaderConstant(EyePositionID, reinterpret_cast<f32*>(&EyePosition), 3);
Matrix = W;
Matrix.makeInverse();
const u32 LightCount = driver->getDynamicLightCount();
for (u32 i = 0; i < 2; ++i)
{
SLight CurrentLight;
if (i < LightCount)
CurrentLight = driver->getDynamicLight(i);
else
{
CurrentLight.DiffuseColor.set(0.f, 0.f, 0.f);
CurrentLight.Radius = 1.f;
}
CurrentLight.DiffuseColor.a = 1.f / (CurrentLight.Radius*CurrentLight.Radius);
Matrix.transformVect(CurrentLight.Position);
LightPosition[i] = CurrentLight.Position;
LightColor[i] = CurrentLight.DiffuseColor;
}
services->setPixelShaderConstant(LightPositionID, reinterpret_cast<f32*>(LightPosition), 6);
services->setPixelShaderConstant(LightColorID, reinterpret_cast<f32*>(LightColor), 8);
services->setPixelShaderConstant(FactorID, &Factor, 1);
services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);
services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1);
services->setPixelShaderConstant(FogEnableID, &FogEnable, 1);
if (FogEnable)
{
SColor TempColor(0);
E_FOG_TYPE TempType = EFT_FOG_LINEAR;
bool TempPerFragment = false;
bool TempRange = false;
driver->getFog(TempColor, TempType, FogStart, FogEnd, FogDensity, TempPerFragment, TempRange);
FogType = (s32)TempType;
FogColor = SColorf(TempColor);
services->setPixelShaderConstant(FogTypeID, &FogType, 1);
services->setPixelShaderConstant(FogColorID, reinterpret_cast<f32*>(&FogColor), 4);
services->setPixelShaderConstant(FogStartID, &FogStart, 1);
services->setPixelShaderConstant(FogEndID, &FogEnd, 1);
services->setPixelShaderConstant(FogDensityID, &FogDensity, 1);
}
}
}
}
#endif

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@ -1,65 +0,0 @@
// Copyright (C) 2014 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_OGLES2_PARALLAX_MAP_RENDERER_H_INCLUDED__
#define __C_OGLES2_PARALLAX_MAP_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OGLES2_
#include "IMaterialRenderer.h"
#include "IShaderConstantSetCallBack.h"
#include "COGLES2Common.h"
namespace irr
{
namespace video
{
class COGLES2MaterialParallaxMapCB : public IShaderConstantSetCallBack
{
public:
COGLES2MaterialParallaxMapCB();
virtual void OnSetMaterial(const SMaterial& material);
virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
protected:
bool FirstUpdate;
s32 WVPMatrixID;
s32 WVMatrixID;
s32 EyePositionID;
s32 LightPositionID;
s32 LightColorID;
s32 FactorID;
s32 TextureUnit0ID;
s32 TextureUnit1ID;
s32 FogEnableID;
s32 FogTypeID;
s32 FogColorID;
s32 FogStartID;
s32 FogEndID;
s32 FogDensityID;
core::vector3df LightPosition[2];
SColorf LightColor[2];
f32 Factor;
s32 TextureUnit0;
s32 TextureUnit1;
s32 FogEnable;
s32 FogType;
SColorf FogColor;
f32 FogStart;
f32 FogEnd;
f32 FogDensity;
};
}
}
#endif
#endif

View File

@ -184,17 +184,6 @@ void COGLES1Driver::createMaterialRenderers()
addAndDropMaterialRenderer(new COGLES1MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(this));
addAndDropMaterialRenderer(new COGLES1MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(this));
// add normal map renderers
// TODO ogl-es
addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID(this));
addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID(this));
addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID(this));
// add parallax map renderers
addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID(this));
addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID(this));
addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID(this));
// add basic 1 texture blending
addAndDropMaterialRenderer(new COGLES1MaterialRenderer_ONETEXTURE_BLEND(this));
}

View File

@ -14,8 +14,6 @@
#include "COpenGLMaterialRenderer.h"
#include "COpenGLShaderMaterialRenderer.h"
#include "COpenGLSLMaterialRenderer.h"
#include "COpenGLNormalMapRenderer.h"
#include "COpenGLParallaxMapRenderer.h"
#include "COpenGLCoreTexture.h"
#include "COpenGLCoreRenderTarget.h"
@ -258,24 +256,6 @@ void COpenGLDriver::createMaterialRenderers()
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_VERTEX_ALPHA(this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(this));
// add normal map renderers
s32 tmp = 0;
video::IMaterialRenderer* renderer = 0;
renderer = new COpenGLNormalMapRenderer(this, tmp, EMT_SOLID);
renderer->drop();
renderer = new COpenGLNormalMapRenderer(this, tmp, EMT_TRANSPARENT_ADD_COLOR);
renderer->drop();
renderer = new COpenGLNormalMapRenderer(this, tmp, EMT_TRANSPARENT_VERTEX_ALPHA);
renderer->drop();
// add parallax map renderers
renderer = new COpenGLParallaxMapRenderer(this, tmp, EMT_SOLID);
renderer->drop();
renderer = new COpenGLParallaxMapRenderer(this, tmp, EMT_TRANSPARENT_ADD_COLOR);
renderer->drop();
renderer = new COpenGLParallaxMapRenderer(this, tmp, EMT_TRANSPARENT_VERTEX_ALPHA);
renderer->drop();
// add basic 1 texture blending
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_ONETEXTURE_BLEND(this));
}

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@ -1,292 +0,0 @@
// 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
#include "COpenGLNormalMapRenderer.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "IGPUProgrammingServices.h"
#include "IShaderConstantSetCallBack.h"
#include "IVideoDriver.h"
#include "os.h"
#include "COpenGLDriver.h"
namespace irr
{
namespace video
{
// Irrlicht Engine OpenGL render path normal map vertex shader
// I guess it could be optimized a lot, because I wrote it in D3D ASM and
// transferred it 1:1 to OpenGL
const char OPENGL_NORMAL_MAP_VSH[] =
"!!ARBvp1.0\n"\
"#input\n"\
"# 0-3: transposed world matrix;\n"\
"#;12: Light01 position \n"\
"#;13: x,y,z: Light01 color; .w: 1/LightRadius^2 \n"\
"#;14: Light02 position \n"\
"#;15: x,y,z: Light02 color; .w: 1/LightRadius^2 \n"\
"\n"\
"ATTRIB InPos = vertex.position;\n"\
"ATTRIB InColor = vertex.color;\n"\
"ATTRIB InNormal = vertex.normal;\n"\
"ATTRIB InTexCoord = vertex.texcoord[0];\n"\
"ATTRIB InTangent = vertex.texcoord[1];\n"\
"ATTRIB InBinormal = vertex.texcoord[2];\n"\
"\n"\
"#output\n"\
"OUTPUT OutPos = result.position;\n"\
"OUTPUT OutLightColor1 = result.color.primary;\n"\
"OUTPUT OutLightColor2 = result.color.secondary;\n"\
"OUTPUT OutTexCoord = result.texcoord[0];\n"\
"OUTPUT OutLightVector1 = result.texcoord[1];\n"\
"OUTPUT OutLightVector2 = result.texcoord[2];\n"\
"\n"\
"PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.\n"\
"TEMP Temp;\n"\
"TEMP TempColor;\n"\
"TEMP TempLightVector1;\n"\
"TEMP TempLightVector2;\n"\
"TEMP TempTransLightV1;\n"\
"TEMP TempTransLightV2;\n"\
"\n"\
"# transform position to clip space \n"\
"DP4 OutPos.x, MVP[0], InPos;\n"\
"DP4 OutPos.y, MVP[1], InPos;\n"\
"DP4 Temp.z, MVP[2], InPos;\n"\
"DP4 OutPos.w, MVP[3], InPos;\n"\
"MOV OutPos.z, Temp.z;\n"\
"MOV result.fogcoord.x, Temp.z;\n"\
"\n"\
"# vertex - lightpositions \n"\
"SUB TempLightVector1, program.local[12], InPos; \n"\
"SUB TempLightVector2, program.local[14], InPos; \n"\
"\n"\
"# transform the light vector 1 with U, V, W \n"\
"DP3 TempTransLightV1.x, InTangent, TempLightVector1; \n"\
"DP3 TempTransLightV1.y, InBinormal, TempLightVector1; \n"\
"DP3 TempTransLightV1.z, InNormal, TempLightVector1; \n"\
"\n"\
"# transform the light vector 2 with U, V, W \n"\
"DP3 TempTransLightV2.x, InTangent, TempLightVector2; \n"\
"DP3 TempTransLightV2.y, InBinormal, TempLightVector2; \n"\
"DP3 TempTransLightV2.z, InNormal, TempLightVector2; \n"\
"\n"\
"# normalize light vector 1 \n"\
"DP3 TempTransLightV1.w, TempTransLightV1, TempTransLightV1; \n"\
"RSQ TempTransLightV1.w, TempTransLightV1.w; \n"\
"MUL TempTransLightV1, TempTransLightV1, TempTransLightV1.w;\n"\
"\n"\
"# normalize light vector 2 \n"\
"DP3 TempTransLightV2.w, TempTransLightV2, TempTransLightV2; \n"\
"RSQ TempTransLightV2.w, TempTransLightV2.w; \n"\
"MUL TempTransLightV2, TempTransLightV2, TempTransLightV2.w;\n"\
"\n"\
"\n"\
"# move light vectors out\n"\
"MAD OutLightVector1, TempTransLightV1, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
"MAD OutLightVector2, TempTransLightV2, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
"\n"\
"# calculate attenuation of light 1\n"\
"MOV TempLightVector1.w, {0,0,0,0}; \n"\
"DP3 TempLightVector1.x, TempLightVector1, TempLightVector1; \n"\
"MUL TempLightVector1.x, TempLightVector1.x, program.local[13].w; \n"\
"RSQ TempLightVector1, TempLightVector1.x; \n"\
"MUL OutLightColor1, TempLightVector1, program.local[13]; # resulting light color = lightcolor * attenuation \n"\
"\n"\
"# calculate attenuation of light 2\n"\
"MOV TempLightVector2.w, {0,0,0,0}; \n"\
"DP3 TempLightVector2.x, TempLightVector2, TempLightVector2; \n"\
"MUL TempLightVector2.x, TempLightVector2.x, program.local[15].w; \n"\
"RSQ TempLightVector2, TempLightVector2.x; \n"\
"MUL OutLightColor2, TempLightVector2, program.local[15]; # resulting light color = lightcolor * attenuation \n"\
"\n"\
"# move out texture coordinates and original alpha value\n"\
"MOV OutTexCoord, InTexCoord; \n"\
"MOV OutLightColor1.w, InColor.w; \n"\
"\n"\
"END\n";
// Irrlicht Engine OpenGL render path normal map pixel shader
// I guess it could be optimized a bit, because I wrote it in D3D ASM and
// transfered it 1:1 to OpenGL
const char OPENGL_NORMAL_MAP_PSH[] =
"!!ARBfp1.0\n"\
"#_IRR_FOG_MODE_\n"\
"\n"\
"#Input\n"\
"ATTRIB inTexCoord = fragment.texcoord[0]; \n"\
"ATTRIB light1Vector = fragment.texcoord[1]; \n"\
"ATTRIB light2Vector = fragment.texcoord[2]; \n"\
"ATTRIB light1Color = fragment.color.primary; \n"\
"ATTRIB light2Color = fragment.color.secondary; \n"\
"\n"\
"#Output\n"\
"OUTPUT outColor = result.color;\n"\
"TEMP temp;\n"\
"TEMP temp2;\n"\
"TEMP colorMapColor;\n"\
"TEMP normalMapColor;\n"\
"\n"\
"# fetch color and normal map; \n"\
"TXP colorMapColor, inTexCoord, texture[0], 2D; \n"\
"TXP normalMapColor, inTexCoord, texture[1], 2D; \n"\
"\n"\
"# calculate color of light1; \n"\
"MAD normalMapColor, normalMapColor, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
"MAD temp, light1Vector, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
"DP3_SAT temp, normalMapColor, temp; \n"\
"MUL temp, light1Color, temp; \n"\
"\n"\
"# calculate color of light2; \n"\
"MAD temp2, light2Vector, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
"DP3_SAT temp2, normalMapColor, temp2; \n"\
"MAD temp, light2Color, temp2, temp; \n"\
"\n"\
"# luminance * base color; \n"\
"MUL outColor, temp, colorMapColor; \n"\
"MOV outColor.a, light1Color.a; #write interpolated vertex alpha value\n"\
"\n"\
"END\n";
//! Constructor
COpenGLNormalMapRenderer::COpenGLNormalMapRenderer(video::COpenGLDriver* driver,
s32& outMaterialTypeNr, E_MATERIAL_TYPE baseMaterial)
: COpenGLShaderMaterialRenderer(driver, 0, baseMaterial), CompiledShaders(true)
{
#ifdef _DEBUG
setDebugName("COpenGLNormalMapRenderer");
#endif
// set this as callback. We could have done this in
// the initialization list, but some compilers don't like it.
CallBack = this;
// basically, this thing simply compiles the hardcoded shaders if the
// hardware is able to do them, otherwise it maps to the base material
if (!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) ||
!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
{
// this hardware is not able to do shaders. Fall back to
// base material.
outMaterialTypeNr = driver->addMaterialRenderer(this);
return;
}
// check if already compiled normal map shaders are there.
video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_NORMAL_MAP_SOLID);
if (renderer)
{
// use the already compiled shaders
video::COpenGLNormalMapRenderer* nmr = reinterpret_cast<video::COpenGLNormalMapRenderer*>(renderer);
CompiledShaders = false;
VertexShader = nmr->VertexShader;
PixelShader = nmr->PixelShader;
outMaterialTypeNr = driver->addMaterialRenderer(this);
}
else
{
// compile shaders on our own
init(outMaterialTypeNr, OPENGL_NORMAL_MAP_VSH, OPENGL_NORMAL_MAP_PSH, EVT_TANGENTS);
}
// fallback if compilation has failed
if (-1==outMaterialTypeNr)
outMaterialTypeNr = driver->addMaterialRenderer(this);
}
//! Destructor
COpenGLNormalMapRenderer::~COpenGLNormalMapRenderer()
{
if (CallBack == this)
CallBack = 0;
if (!CompiledShaders)
{
// prevent this from deleting shaders we did not create
VertexShader = 0;
PixelShader.clear();
}
}
//! Returns the render capability of the material.
s32 COpenGLNormalMapRenderer::getRenderCapability() const
{
if (Driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) &&
Driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
return 0;
return 1;
}
//! Called by the engine when the vertex and/or pixel shader constants for an
//! material renderer should be set.
void COpenGLNormalMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
// set transposed world matrix
const core::matrix4& tWorld = driver->getTransform(video::ETS_WORLD).getTransposed();
services->setVertexShaderConstant(tWorld.pointer(), 0, 4);
// set transposed worldViewProj matrix
core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
core::matrix4 tr(worldViewProj.getTransposed());
services->setVertexShaderConstant(tr.pointer(), 8, 4);
// here we fetch the fixed function lights from the driver
// and set them as constants
u32 cnt = driver->getDynamicLightCount();
// Load the inverse world matrix.
core::matrix4 invWorldMat;
driver->getTransform(video::ETS_WORLD).getInverse(invWorldMat);
for (u32 i=0; i<2; ++i)
{
video::SLight light;
if (i<cnt)
light = driver->getDynamicLight(i);
else
{
light.DiffuseColor.set(0,0,0); // make light dark
light.Radius = 1.0f;
}
light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation
// Transform the light by the inverse world matrix to get it into object space.
invWorldMat.transformVect(light.Position);
services->setVertexShaderConstant(
reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1);
services->setVertexShaderConstant(
reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1);
}
}
} // end namespace video
} // end namespace irr
#endif

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@ -1,51 +0,0 @@
// 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 __C_OPENGL_NORMAL_MAP_RENDERER_H_INCLUDED__
#define __C_OPENGL_NORMAL_MAP_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "IShaderConstantSetCallBack.h"
#include "COpenGLShaderMaterialRenderer.h"
namespace irr
{
namespace video
{
//! Class for rendering normal maps with OpenGL
class COpenGLNormalMapRenderer : public COpenGLShaderMaterialRenderer, public IShaderConstantSetCallBack
{
public:
//! Constructor
COpenGLNormalMapRenderer(video::COpenGLDriver* driver,
s32& outMaterialTypeNr, E_MATERIAL_TYPE baseMaterial);
//! Destructor
~COpenGLNormalMapRenderer();
//! Called by the engine when the vertex and/or pixel shader constants for an
//! material renderer should be set.
virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData) _IRR_OVERRIDE_;
//! Returns the render capability of the material.
virtual s32 getRenderCapability() const _IRR_OVERRIDE_;
protected:
bool CompiledShaders;
};
} // end namespace video
} // end namespace irr
#endif
#endif

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@ -1,355 +0,0 @@
// 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
#include "COpenGLParallaxMapRenderer.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "IGPUProgrammingServices.h"
#include "IShaderConstantSetCallBack.h"
#include "IVideoDriver.h"
#include "os.h"
#include "COpenGLDriver.h"
namespace irr
{
namespace video
{
// Irrlicht Engine OpenGL render path parallax map vertex shader
// I guess it could be optimized a lot, because I wrote it in D3D ASM and
// transferred it 1:1 to OpenGL
const char OPENGL_PARALLAX_MAP_VSH[] =
"!!ARBvp1.0\n"\
"#input\n"\
"# 0-3: transposed world matrix;\n"\
"#;12: Light01 position \n"\
"#;13: x,y,z: Light01 color; .w: 1/LightRadius^2 \n"\
"#;14: Light02 position \n"\
"#;15: x,y,z: Light02 color; .w: 1/LightRadius^2 \n"\
"#;16: Eye position \n"\
"\n"\
"ATTRIB InPos = vertex.position;\n"\
"ATTRIB InColor = vertex.color;\n"\
"ATTRIB InNormal = vertex.normal;\n"\
"ATTRIB InTexCoord = vertex.texcoord[0];\n"\
"ATTRIB InTangent = vertex.texcoord[1];\n"\
"ATTRIB InBinormal = vertex.texcoord[2];\n"\
"\n"\
"#output\n"\
"OUTPUT OutPos = result.position;\n"\
"OUTPUT OutLightColor1 = result.color.primary;\n"\
"OUTPUT OutLightColor2 = result.color.secondary;\n"\
"OUTPUT OutTexCoord = result.texcoord[0];\n"\
"OUTPUT OutLightVector1 = result.texcoord[1];\n"\
"OUTPUT OutLightVector2 = result.texcoord[2];\n"\
"OUTPUT OutEyeVector = result.texcoord[3];\n"\
"\n"\
"PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.\n"\
"TEMP Temp;\n"\
"TEMP TempColor;\n"\
"TEMP TempLightVector1;\n"\
"TEMP TempLightVector2;\n"\
"TEMP TempEyeVector;\n"\
"TEMP TempTransLightV1;\n"\
"TEMP TempTransLightV2;\n"\
"\n"\
"# transform position to clip space \n"\
"DP4 OutPos.x, MVP[0], InPos;\n"\
"DP4 OutPos.y, MVP[1], InPos;\n"\
"DP4 Temp.z, MVP[2], InPos;\n"\
"DP4 OutPos.w, MVP[3], InPos;\n"\
"MOV OutPos.z, Temp.z;\n"\
"MOV result.fogcoord.x, Temp.z;\n"\
"\n"\
"# vertex - lightpositions \n"\
"SUB TempLightVector1, program.local[12], InPos; \n"\
"SUB TempLightVector2, program.local[14], InPos; \n"\
"\n"\
"# eye vector \n"\
"SUB Temp, program.local[16], InPos; \n"\
"\n"\
"# transform the light vector 1 with U, V, W \n"\
"DP3 TempTransLightV1.x, InTangent, TempLightVector1; \n"\
"DP3 TempTransLightV1.y, InBinormal, TempLightVector1; \n"\
"DP3 TempTransLightV1.z, InNormal, TempLightVector1; \n"\
"\n"\
"# transform the light vector 2 with U, V, W \n"\
"DP3 TempTransLightV2.x, InTangent, TempLightVector2; \n"\
"DP3 TempTransLightV2.y, InBinormal, TempLightVector2; \n"\
"DP3 TempTransLightV2.z, InNormal, TempLightVector2; \n"\
"\n"\
"# transform the eye vector with U, V, W \n"\
"DP3 TempEyeVector.x, InTangent, Temp; \n"\
"DP3 TempEyeVector.y, InBinormal, Temp; \n"\
"DP3 TempEyeVector.z, InNormal, Temp; \n"\
"\n"\
"# normalize light vector 1 \n"\
"DP3 TempTransLightV1.w, TempTransLightV1, TempTransLightV1; \n"\
"RSQ TempTransLightV1.w, TempTransLightV1.w; \n"\
"MUL TempTransLightV1, TempTransLightV1, TempTransLightV1.w;\n"\
"\n"\
"# normalize light vector 2 \n"\
"DP3 TempTransLightV2.w, TempTransLightV2, TempTransLightV2; \n"\
"RSQ TempTransLightV2.w, TempTransLightV2.w; \n"\
"MUL TempTransLightV2, TempTransLightV2, TempTransLightV2.w;\n"\
"\n"\
"# normalize eye vector \n"\
"DP3 TempEyeVector.w, TempEyeVector, TempEyeVector; \n"\
"RSQ TempEyeVector.w, TempEyeVector.w; \n"\
"MUL TempEyeVector, TempEyeVector, TempEyeVector.w;\n"\
"MUL TempEyeVector, TempEyeVector, {1,-1,-1,1}; # flip x \n"\
"\n"\
"\n"\
"# move light and eye vectors out\n"\
"MAD OutLightVector1, TempTransLightV1, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
"MAD OutLightVector2, TempTransLightV2, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
"MAD OutEyeVector, TempEyeVector, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
"\n"\
"# calculate attenuation of light 1\n"\
"MOV TempLightVector1.w, {0,0,0,0}; \n"\
"DP3 TempLightVector1.x, TempLightVector1, TempLightVector1; \n"\
"MUL TempLightVector1.x, TempLightVector1.x, program.local[13].w; \n"\
"RSQ TempLightVector1, TempLightVector1.x; \n"\
"MUL OutLightColor1, TempLightVector1, program.local[13]; # resulting light color = lightcolor * attenuation \n"\
"\n"\
"# calculate attenuation of light 2\n"\
"MOV TempLightVector2.w, {0,0,0,0}; \n"\
"DP3 TempLightVector2.x, TempLightVector2, TempLightVector2; \n"\
"MUL TempLightVector2.x, TempLightVector2.x, program.local[15].w; \n"\
"RSQ TempLightVector2, TempLightVector2.x; \n"\
"MUL OutLightColor2, TempLightVector2, program.local[15]; # resulting light color = lightcolor * attenuation \n"\
"\n"\
"# move out texture coordinates and original alpha value\n"\
"MOV OutTexCoord, InTexCoord; \n"\
"MOV OutLightColor1.w, InColor.w; \n"\
"\n"\
"END\n";
// Irrlicht Engine OpenGL render path parallax map pixel shader
// I guess it could be optimized a bit, because I wrote it in D3D ASM and
// transfered it 1:1 to OpenGL
const char OPENGL_PARALLAX_MAP_PSH[] =
"!!ARBfp1.0\n"\
"#_IRR_FOG_MODE_\n"\
"\n"\
"#Input\n"\
"ATTRIB inTexCoord = fragment.texcoord[0]; \n"\
"ATTRIB light1Vector = fragment.texcoord[1]; \n"\
"ATTRIB light2Vector = fragment.texcoord[2]; \n"\
"ATTRIB eyeVector = fragment.texcoord[3]; \n"\
"ATTRIB light1Color = fragment.color.primary; \n"\
"ATTRIB light2Color = fragment.color.secondary; \n"\
"\n"\
"#Output\n"\
"OUTPUT outColor = result.color;\n"\
"TEMP temp;\n"\
"TEMP temp2;\n"\
"TEMP colorMapColor;\n"\
"TEMP normalMapColor;\n"\
"\n"\
"PARAM height_scale = program.local[0]; \n"\
"# fetch color and normal map; \n"\
"TXP normalMapColor, inTexCoord, texture[1], 2D; \n"\
"MAD normalMapColor, normalMapColor, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
"\n"\
"\n"\
"# extract eye vector (so substract 0.5f and multiply by 2)\n"\
"MAD temp, eyeVector, {2,2,2,2}, {-1,-1,-1,-1};\n"\
"\n"\
"# height = height * scale \n"\
"MUL normalMapColor, normalMapColor, height_scale;\n"\
"\n"\
"# calculate new texture coord: height * eye + oldTexCoord\n"\
"MAD temp, temp, normalMapColor.wwww, inTexCoord;\n"\
"\n"\
"# fetch new textures \n"\
"TXP colorMapColor, temp, texture[0], 2D; \n"\
"TXP normalMapColor, temp, texture[1], 2D; \n"\
"\n"\
"# calculate color of light1; \n"\
"MAD normalMapColor, normalMapColor, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
"MAD temp, light1Vector, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
"DP3_SAT temp, normalMapColor, temp; \n"\
"MUL temp, light1Color, temp; \n"\
"\n"\
"# calculate color of light2; \n"\
"MAD temp2, light2Vector, {2,2,2,2}, {-1,-1,-1,-1}; \n"\
"DP3_SAT temp2, normalMapColor, temp2; \n"\
"MAD temp, light2Color, temp2, temp; \n"\
"\n"\
"# luminance * base color; \n"\
"MUL outColor, temp, colorMapColor; \n"\
"MOV outColor.a, light1Color.a; #write interpolated vertex alpha value\n"\
"\n"\
"END\n";
//! Constructor
COpenGLParallaxMapRenderer::COpenGLParallaxMapRenderer(video::COpenGLDriver* driver,
s32& outMaterialTypeNr, E_MATERIAL_TYPE baseMaterial)
: COpenGLShaderMaterialRenderer(driver, 0, baseMaterial), CompiledShaders(true)
{
#ifdef _DEBUG
setDebugName("COpenGLParallaxMapRenderer");
#endif
// set this as callback. We could have done this in
// the initialization list, but some compilers don't like it.
CallBack = this;
// basically, this simply compiles the hard coded shaders if the
// hardware is able to do them, otherwise it maps to the base material
if (!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) ||
!driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
{
// this hardware is not able to do shaders. Fall back to
// base material.
outMaterialTypeNr = driver->addMaterialRenderer(this);
return;
}
// check if already compiled normal map shaders are there.
video::IMaterialRenderer* renderer = driver->getMaterialRenderer(EMT_PARALLAX_MAP_SOLID);
if (renderer)
{
// use the already compiled shaders
video::COpenGLParallaxMapRenderer* nmr = reinterpret_cast<video::COpenGLParallaxMapRenderer*>(renderer);
CompiledShaders = false;
VertexShader = nmr->VertexShader;
PixelShader = nmr->PixelShader;
outMaterialTypeNr = driver->addMaterialRenderer(this);
}
else
{
// compile shaders on our own
init(outMaterialTypeNr, OPENGL_PARALLAX_MAP_VSH, OPENGL_PARALLAX_MAP_PSH, EVT_TANGENTS);
}
// fallback if compilation has failed
if (-1==outMaterialTypeNr)
outMaterialTypeNr = driver->addMaterialRenderer(this);
}
//! Destructor
COpenGLParallaxMapRenderer::~COpenGLParallaxMapRenderer()
{
if (CallBack == this)
CallBack = 0;
if (!CompiledShaders)
{
// prevent this from deleting shaders we did not create
VertexShader = 0;
PixelShader.clear();
}
}
void COpenGLParallaxMapRenderer::OnSetMaterial(const video::SMaterial& material,
const video::SMaterial& lastMaterial,
bool resetAllRenderstates, video::IMaterialRendererServices* services)
{
COpenGLShaderMaterialRenderer::OnSetMaterial(material, lastMaterial,
resetAllRenderstates, services);
CurrentScale = material.MaterialTypeParam;
}
//! Returns the render capability of the material.
s32 COpenGLParallaxMapRenderer::getRenderCapability() const
{
if (Driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) &&
Driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1))
return 0;
return 1;
}
//! Called by the engine when the vertex and/or pixel shader constants for an
//! material renderer should be set.
void COpenGLParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* services, s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
// set transposed world matrix
const core::matrix4& tWorld = driver->getTransform(video::ETS_WORLD).getTransposed();
services->setVertexShaderConstant(tWorld.pointer(), 0, 4);
// set transposed worldViewProj matrix
core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
core::matrix4 tr(worldViewProj.getTransposed());
services->setVertexShaderConstant(tr.pointer(), 8, 4);
// here we fetch the fixed function lights from the driver
// and set them as constants
u32 cnt = driver->getDynamicLightCount();
// Load the inverse world matrix.
core::matrix4 invWorldMat;
driver->getTransform(video::ETS_WORLD).getInverse(invWorldMat);
for (u32 i=0; i<2; ++i)
{
video::SLight light;
if (i<cnt)
light = driver->getDynamicLight(i);
else
{
light.DiffuseColor.set(0,0,0); // make light dark
light.Radius = 1.0f;
}
light.DiffuseColor.a = 1.0f/(light.Radius*light.Radius); // set attenuation
// Transform the light by the inverse world matrix to get it into object space.
invWorldMat.transformVect(light.Position);
services->setVertexShaderConstant(
reinterpret_cast<const f32*>(&light.Position), 12+(i*2), 1);
services->setVertexShaderConstant(
reinterpret_cast<const f32*>(&light.DiffuseColor), 13+(i*2), 1);
}
// Obtain the view position by transforming 0,0,0 by the inverse view matrix
// and then multiply this by the inverse world matrix.
core::vector3df viewPos(0.0f, 0.0f, 0.0f);
core::matrix4 inverseView;
driver->getTransform(video::ETS_VIEW).getInverse(inverseView);
inverseView.transformVect(viewPos);
invWorldMat.transformVect(viewPos);
services->setVertexShaderConstant(reinterpret_cast<const f32*>(&viewPos.X), 16, 1);
// set scale factor
f32 factor = 0.02f; // default value
if (CurrentScale != 0.0f)
factor = CurrentScale;
f32 c6[] = {factor, factor, factor, factor};
services->setPixelShaderConstant(c6, 0, 1);
}
} // end namespace video
} // end namespace irr
#endif

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@ -1,57 +0,0 @@
// 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 __C_OPENGL_PARALLAX_MAP_RENDERER_H_INCLUDED__
#define __C_OPENGL_PARALLAX_MAP_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "IShaderConstantSetCallBack.h"
#include "COpenGLShaderMaterialRenderer.h"
namespace irr
{
namespace video
{
//! Class for rendering normal maps with OpenGL
class COpenGLParallaxMapRenderer : public COpenGLShaderMaterialRenderer, public IShaderConstantSetCallBack
{
public:
//! Constructor
COpenGLParallaxMapRenderer(video::COpenGLDriver* driver,
s32& outMaterialTypeNr, E_MATERIAL_TYPE baseMaterial);
//! Destructor
~COpenGLParallaxMapRenderer();
//! Called by the engine when the vertex and/or pixel shader constants for an
//! material renderer should be set.
virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData) _IRR_OVERRIDE_;
//! Returns the render capability of the material.
virtual s32 getRenderCapability() const _IRR_OVERRIDE_;
virtual void OnSetMaterial(const SMaterial& material) _IRR_OVERRIDE_ { }
virtual void OnSetMaterial(const video::SMaterial& material,
const video::SMaterial& lastMaterial,
bool resetAllRenderstates, video::IMaterialRendererServices* services) _IRR_OVERRIDE_;
protected:
bool CompiledShaders;
f32 CurrentScale;
};
} // end namespace video
} // end namespace irr
#endif
#endif

View File

@ -58,13 +58,9 @@ COpenGLSLMaterialRenderer::COpenGLSLMaterialRenderer(video::COpenGLDriver* drive
{
case EMT_TRANSPARENT_VERTEX_ALPHA:
case EMT_TRANSPARENT_ALPHA_CHANNEL:
case EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA:
case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:
Alpha = true;
break;
case EMT_TRANSPARENT_ADD_COLOR:
case EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR:
case EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR:
FixedBlending = true;
break;
case EMT_ONETEXTURE_BLEND:
@ -98,13 +94,9 @@ COpenGLSLMaterialRenderer::COpenGLSLMaterialRenderer(COpenGLDriver* driver,
{
case EMT_TRANSPARENT_VERTEX_ALPHA:
case EMT_TRANSPARENT_ALPHA_CHANNEL:
case EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA:
case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:
Alpha = true;
break;
case EMT_TRANSPARENT_ADD_COLOR:
case EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR:
case EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR:
FixedBlending = true;
break;
case EMT_ONETEXTURE_BLEND:

View File

@ -42,13 +42,9 @@ COpenGLShaderMaterialRenderer::COpenGLShaderMaterialRenderer(video::COpenGLDrive
{
case EMT_TRANSPARENT_VERTEX_ALPHA:
case EMT_TRANSPARENT_ALPHA_CHANNEL:
case EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA:
case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:
Alpha = true;
break;
case EMT_TRANSPARENT_ADD_COLOR:
case EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR:
case EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR:
FixedBlending = true;
break;
case EMT_ONETEXTURE_BLEND:
@ -86,13 +82,9 @@ COpenGLShaderMaterialRenderer::COpenGLShaderMaterialRenderer(COpenGLDriver* driv
{
case EMT_TRANSPARENT_VERTEX_ALPHA:
case EMT_TRANSPARENT_ALPHA_CHANNEL:
case EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA:
case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:
Alpha = true;
break;
case EMT_TRANSPARENT_ADD_COLOR:
case EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR:
case EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR:
FixedBlending = true;
break;
case EMT_ONETEXTURE_BLEND:

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@ -1,713 +0,0 @@
// 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
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
#include "SoftwareDriver2_compile_config.h"
#include "SoftwareDriver2_helper.h"
#include "CSoftwareTexture2.h"
#include "CSoftwareDriver2.h"
#include "CBlit.h"
#include "os.h"
namespace irr
{
namespace video
{
//! stretches srcRect src to dstRect dst, applying a sliding window box filter in linear color space (sRGB->linear->sRGB)
void Resample_subSampling(eBlitter op, video::IImage* dst, const core::rect<s32>* dstRect, const video::IImage* src, const core::rect<s32>* srcRect, size_t flags);
//nearest pow of 2 ( 257 will be 256 not 512 )
static inline core::dimension2d<u32> getOptimalSize(const core::dimension2d<u32>& original, const u32 allowNonPowerOfTwo, const u32 maxSize)
{
u32 w, h;
if (allowNonPowerOfTwo)
{
w = original.Width;
h = original.Height;
}
else
{
w = 1;
while (w * 2 < original.Width) w *= 2;
if (w * 2 - original.Width < original.Width - w) w *= 2;
h = 1;
while (h * 2 < original.Height) h *= 2;
if (h * 2 - original.Height < original.Height - h) h *= 2;
}
if (maxSize && w > maxSize) w = maxSize;
if (maxSize && h > maxSize) h = maxSize;
return core::dimension2d<u32>(w, h);
}
//! constructor
CSoftwareTexture2::CSoftwareTexture2(IImage* image, const io::path& name, u32 flags, CBurningVideoDriver* driver)
: ITexture(name
#if !defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
, ETT_2D
#endif
)
, MipMapLOD(0), Flags(flags), Driver(driver)
{
#ifdef _DEBUG
setDebugName("CSoftwareTexture2");
#endif
#if SOFTWARE_DRIVER_2_MIPMAPPING_MAX <= 1
Flags &= ~(GEN_MIPMAP | GEN_MIPMAP_AUTO);
#endif
//set baseclass properties
DriverType = EDT_BURNINGSVIDEO;
ColorFormat = (Flags & IS_RENDERTARGET) ? SOFTWARE_DRIVER_2_RENDERTARGET_COLOR_FORMAT : SOFTWARE_DRIVER_2_TEXTURE_COLOR_FORMAT;
IsRenderTarget = (Flags & IS_RENDERTARGET) != 0;
HasMipMaps = (Flags & GEN_MIPMAP) != 0;
MipMap0_Area[0] = 1;
MipMap0_Area[1] = 1;
LodBIAS = 1.f;
for (size_t i = 0; i < array_size(MipMap); ++i) MipMap[i] = 0;
if (!image) return;
OriginalSize = image->getDimension();
OriginalColorFormat = image->getColorFormat();
#if defined(IRRLICHT_sRGB)
if (Flags & IMAGE_IS_LINEAR) image->set_sRGB(0);
#else
//guessing linear image
if (name.find("light") >= 0 ||
name.find("bump") >= 0 ||
name.find("height") >= 0
)
{
Flags |= TEXTURE_IS_LINEAR | IMAGE_IS_LINEAR;
}
#endif
bool isCompressed = IImage::isCompressedFormat(OriginalColorFormat);
if (isCompressed)
{
os::Printer::log("Texture compression not available.", ELL_ERROR);
}
//visual studio code warning
u32 maxTexSize = SOFTWARE_DRIVER_2_TEXTURE_MAXSIZE;
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
if (IsRenderTarget && name.find("RaceGUI::markers") >= 0)
{
maxTexSize = 0;
}
#endif
/*
core::dimension2d<u32> optSize(OriginalSize.getOptimalSize(
(Flags & ALLOW_NPOT) ? 0 : 1, // requirePowerOfTwo
false, // requireSquare
(Flags & ALLOW_NPOT) ? 1 : maxTexSize == SOFTWARE_DRIVER_2_TEXTURE_MAXSIZE, // larger
(Flags & ALLOW_NPOT) ? 0 : maxTexSize // maxValue
)
);
*/
core::dimension2d<u32> optSize(getOptimalSize(OriginalSize, Flags & ALLOW_NPOT, maxTexSize));
if (OriginalSize == optSize)
{
MipMap[0] = new CImage(ColorFormat, image->getDimension());
#if defined(IRRLICHT_sRGB)
MipMap[0]->set_sRGB((Flags & TEXTURE_IS_LINEAR) ? 0 : image->get_sRGB());
#endif
if (!isCompressed && image->getData())
image->copyTo(MipMap[0]);
}
else
{
MipMap[0] = new CImage(ColorFormat, optSize);
#if defined(IRRLICHT_sRGB)
MipMap[0]->set_sRGB((Flags & TEXTURE_IS_LINEAR) ? 0 : image->get_sRGB());
#endif
if (!isCompressed)
{
//image->copyToScalingBoxFilter ( MipMap[0],0, false );
Resample_subSampling(BLITTER_TEXTURE, MipMap[0], 0, image, 0, Flags);
}
// if Original Size is used for calculation ( 2D position, font) it will be wrong
//OriginalSize = optSize;
}
// Show Information about resizing
if (OriginalSize != optSize ||
( OriginalColorFormat != ColorFormat &&
!((OriginalColorFormat == ECF_R8G8B8 || OriginalColorFormat == ECF_A1R5G5B5) && ColorFormat == ECF_A8R8G8B8)
)
)
{
char buf[256];
core::stringw showName(name);
snprintf_irr(buf, sizeof(buf), "Burningvideo: Texture '%ls' reformat %ux%u,%s -> %ux%u,%s",
showName.c_str(),
OriginalSize.Width, OriginalSize.Height, ColorFormatNames[OriginalColorFormat],
optSize.Width, optSize.Height, ColorFormatNames[ColorFormat]
);
os::Printer::log(buf, ELL_DEBUG);
}
//select highest mipmap 0
regenerateMipMapLevels(image->getMipMapsData());
}
//! destructor
CSoftwareTexture2::~CSoftwareTexture2()
{
for (size_t i = 0; i < array_size(MipMap); ++i)
{
if (MipMap[i])
{
MipMap[i]->drop();
MipMap[i] = 0;
}
}
}
//! Regenerates the mip map levels of the texture. Useful after locking and
//! modifying the texture
#if !defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
void CSoftwareTexture2::regenerateMipMapLevels(void* data, u32 layer)
#else
void CSoftwareTexture2::regenerateMipMapLevels(void* data)
#endif
{
size_t i;
// release
for (i = 1; i < array_size(MipMap); ++i)
{
if (MipMap[i])
{
MipMap[i]->drop();
MipMap[i] = 0;
}
}
core::dimension2d<u32> newSize;
if (HasMipMaps && ((Flags & GEN_MIPMAP_AUTO) || 0 == data))
{
//need memory also if autogen mipmap disabled
for (i = 1; i < array_size(MipMap); ++i)
{
const core::dimension2du& upperDim = MipMap[i - 1]->getDimension();
//isotropic
newSize.Width = core::s32_max(SOFTWARE_DRIVER_2_MIPMAPPING_MIN_SIZE, upperDim.Width >> 1);
newSize.Height = core::s32_max(SOFTWARE_DRIVER_2_MIPMAPPING_MIN_SIZE, upperDim.Height >> 1);
if (upperDim == newSize)
break;
MipMap[i] = new CImage(ColorFormat, newSize);
#if defined(IRRLICHT_sRGB)
MipMap[i]->set_sRGB(MipMap[i - 1]->get_sRGB());
#endif
//MipMap[i]->fill ( 0xFFFF4040 );
//MipMap[i-1]->copyToScalingBoxFilter( MipMap[i], 0, false );
Resample_subSampling(BLITTER_TEXTURE, MipMap[i], 0, MipMap[0], 0, Flags);
}
}
else if (HasMipMaps && data)
{
//deactivated outside mipdata until TA knows how to handle this.
//query mipmap dimension
u8* mip_current = (u8*)data;
const u8* mip_end = (u8*)data;
core::dimension2d<u32> origSize = OriginalSize;
i = 1;
do
{
if (origSize.Width > 1) origSize.Width >>= 1;
if (origSize.Height > 1) origSize.Height >>= 1;
mip_end += IImage::getDataSizeFromFormat(OriginalColorFormat, origSize.Width, origSize.Height);
i += 1;
} while ((origSize.Width != 1 || origSize.Height != 1) && i < array_size(MipMap));
//TODO: this is not true
LodBIAS = i * 2.f;
origSize = OriginalSize;
for (i = 1; i < array_size(MipMap) && mip_current < mip_end; ++i)
{
const core::dimension2du& upperDim = MipMap[i - 1]->getDimension();
//isotropic
newSize.Width = core::s32_max(SOFTWARE_DRIVER_2_MIPMAPPING_MIN_SIZE, upperDim.Width >> 1);
newSize.Height = core::s32_max(SOFTWARE_DRIVER_2_MIPMAPPING_MIN_SIZE, upperDim.Height >> 1);
if (upperDim == newSize)
break;
if (origSize.Width > 1) origSize.Width >>= 1;
if (origSize.Height > 1) origSize.Height >>= 1;
if (OriginalColorFormat != ColorFormat)
{
IImage* tmpImage = new CImage(OriginalColorFormat, origSize, mip_current, true, false);
MipMap[i] = new CImage(ColorFormat, newSize);
if (origSize == newSize)
tmpImage->copyTo(MipMap[i]);
else
tmpImage->copyToScalingBoxFilter(MipMap[i]);
tmpImage->drop();
}
else
{
if (origSize == newSize)
MipMap[i] = new CImage(ColorFormat, newSize, mip_current, false);
else
{
MipMap[i] = new CImage(ColorFormat, newSize);
IImage* tmpImage = new CImage(ColorFormat, origSize, mip_current, true, false);
tmpImage->copyToScalingBoxFilter(MipMap[i]);
tmpImage->drop();
}
}
mip_current += IImage::getDataSizeFromFormat(OriginalColorFormat, origSize.Width, origSize.Height);
}
}
#if 0
//visualize mipmap
for (i = 1; i < 0 && i < array_size(MipMap); ++i)
{
static u32 color[] = {
0xFFFF0000,
0xFFFF0000,0xFF00FF00,0xFF0000FF,
0xFFFFFF00,0xFF00FFFF,0xFFFF00FF,
0xFFff6600,0xFF00ff66,0xFF6600FF,
0xFF66ff00,0xFF0066ff,0xFFff0066,
0xFF33ff00,0xFF0033ff,0xFF3300ff,
0xFF0000FF,0xFF0000FF,0xFF0000FF
};
if (MipMap[i])
{
int border = 0;
const core::dimension2du& d = MipMap[i]->getDimension();
core::rect<s32> p(0, 0, d.Width, d.Height);
SColor c((color[i & 15] & 0x00FFFFFF) | 0xFF000000);
core::rect<s32> dclip(border, border, d.Width - border, d.Height - border);
Blit(BLITTER_TEXTURE_ALPHA_COLOR_BLEND, MipMap[i], &dclip, 0, MipMap[i], &p, c.color);
}
}
//save mipmap chain
if (0)
{
char buf[256];
const char* name = getName().getPath().c_str();
int filename = 0;
//int ext = -1;
i = 0;
while (name[i])
{
if (name[i] == '/' || name[i] == '\\') filename = (s32)i + 1;
//if (name[i] == '.') ext = i;
i += 1;
}
for (i = 0; i < array_size(MipMap); ++i)
{
if (MipMap[i])
{
snprintf_irr(buf, sizeof(buf), "mip/%s_%02d.png", name + filename, (s32)i);
Driver->writeImageToFile(MipMap[i], buf);
}
}
}
#endif
calcDerivative();
}
void CSoftwareTexture2::calcDerivative()
{
//reset current MipMap
MipMapLOD = 0;
if (MipMap[0])
{
const core::dimension2du& dim = MipMap[0]->getDimension();
MipMap0_Area[0] = dim.Width;
MipMap0_Area[1] = dim.Height; // screensize of a triangle
//TA: try to mimic openGL mipmap. ( don't do this!)
//if (MipMap0_Area[0] < 32) MipMap0_Area[0] = 32;
//if (MipMap0_Area[1] < 32) MipMap0_Area[1] = 32;
Size = dim; // MipMap[MipMapLOD]->getDimension();
Pitch = MipMap[MipMapLOD]->getPitch();
}
//preCalc mipmap texel center boundaries
for (size_t i = 0; i < array_size(MipMap); ++i)
{
CSoftwareTexture2_Bound& b = TexBound[i];
if (MipMap[i])
{
const core::dimension2du& dim = MipMap[i]->getDimension();
//f32 u = 1.f / dim.Width;
//f32 v = 1.f / dim.Height;
b.w = dim.Width - 1.f;
b.h = dim.Height - 1.f;
b.cx = 0.f; //u*0.005f;
b.cy = 0.f; //v*0.005f;
}
else
{
b.w = 0.f;
b.h = 0.f;
b.cx = 0.f;
b.cy = 0.f;
}
}
}
/* Software Render Target 2 */
CSoftwareRenderTarget2::CSoftwareRenderTarget2(CBurningVideoDriver* driver) : Driver(driver)
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
, IRenderTarget(0)
#endif
{
DriverType = EDT_BURNINGSVIDEO;
Textures.set_used(1);
Textures[0] = 0;
}
CSoftwareRenderTarget2::~CSoftwareRenderTarget2()
{
if (Textures[0])
Textures[0]->drop();
}
void CSoftwareRenderTarget2::setTextures(ITexture* const * textures, u32 numTextures, ITexture* depthStencil, const E_CUBE_SURFACE* cubeSurfaces, u32 numCubeSurfaces)
{
if (!Textures.equals(textures, numTextures))
{
ITexture* prevTexture = Textures[0];
bool textureDetected = false;
for (u32 i = 0; i < numTextures; ++i)
{
if (textures[i] && textures[i]->getDriverType() == EDT_BURNINGSVIDEO)
{
Textures[0] = textures[i];
Textures[0]->grab();
textureDetected = true;
break;
}
}
if (prevTexture)
prevTexture->drop();
if (!textureDetected)
Textures[0] = 0;
}
}
static const float srgb_8bit_to_linear_float[1 << 8] = {
0.0f, 3.03527e-4f, 6.07054e-4f, 9.10581e-4f,
0.001214108f, 0.001517635f, 0.001821162f, 0.0021246888f,
0.002428216f, 0.002731743f, 0.00303527f, 0.0033465358f,
0.0036765074f, 0.004024717f, 0.004391442f, 0.0047769537f,
0.005181517f, 0.005605392f, 0.0060488335f, 0.006512091f,
0.0069954107f, 0.007499032f, 0.008023193f, 0.008568126f,
0.009134059f, 0.009721218f, 0.010329823f, 0.010960095f,
0.011612245f, 0.012286489f, 0.0129830325f, 0.013702083f,
0.014443845f, 0.015208516f, 0.015996294f, 0.016807377f,
0.017641956f, 0.018500222f, 0.019382363f, 0.020288564f,
0.021219011f, 0.022173885f, 0.023153368f, 0.024157634f,
0.025186861f, 0.026241222f, 0.027320893f, 0.02842604f,
0.029556835f, 0.030713445f, 0.031896032f, 0.033104766f,
0.034339808f, 0.035601314f, 0.036889452f, 0.038204372f,
0.039546236f, 0.0409152f, 0.04231141f, 0.04373503f,
0.045186203f, 0.046665087f, 0.048171826f, 0.049706567f,
0.051269464f, 0.05286065f, 0.05448028f, 0.056128494f,
0.057805438f, 0.059511244f, 0.06124606f, 0.06301002f,
0.06480327f, 0.066625945f, 0.068478175f, 0.0703601f,
0.07227185f, 0.07421357f, 0.07618539f, 0.07818743f,
0.08021983f, 0.082282715f, 0.084376216f, 0.086500466f,
0.08865559f, 0.09084172f, 0.093058966f, 0.09530747f,
0.097587354f, 0.09989873f, 0.10224174f, 0.10461649f,
0.107023105f, 0.10946172f, 0.111932434f, 0.11443538f,
0.11697067f, 0.119538434f, 0.122138776f, 0.12477182f,
0.12743768f, 0.13013647f, 0.13286832f, 0.13563333f,
0.13843162f, 0.14126329f, 0.14412847f, 0.14702727f,
0.14995979f, 0.15292616f, 0.15592647f, 0.15896083f,
0.16202939f, 0.1651322f, 0.1682694f, 0.17144111f,
0.1746474f, 0.17788842f, 0.18116425f, 0.18447499f,
0.18782078f, 0.19120169f, 0.19461784f, 0.19806932f,
0.20155625f, 0.20507874f, 0.20863687f, 0.21223076f,
0.21586053f, 0.21952623f, 0.22322798f, 0.2269659f,
0.23074007f, 0.23455061f, 0.2383976f, 0.24228115f,
0.24620135f, 0.2501583f, 0.25415212f, 0.25818288f,
0.2622507f, 0.26635563f, 0.27049783f, 0.27467734f,
0.2788943f, 0.28314877f, 0.28744087f, 0.29177067f,
0.2961383f, 0.3005438f, 0.30498734f, 0.30946895f,
0.31398875f, 0.3185468f, 0.32314324f, 0.32777813f,
0.33245155f, 0.33716366f, 0.34191445f, 0.3467041f,
0.35153264f, 0.35640016f, 0.36130682f, 0.36625263f,
0.3712377f, 0.37626216f, 0.38132605f, 0.38642946f,
0.3915725f, 0.39675525f, 0.4019778f, 0.40724024f,
0.41254264f, 0.4178851f, 0.4232677f, 0.42869052f,
0.43415368f, 0.4396572f, 0.44520122f, 0.45078582f,
0.45641103f, 0.46207702f, 0.4677838f, 0.4735315f,
0.4793202f, 0.48514995f, 0.4910209f, 0.496933f,
0.5028865f, 0.50888133f, 0.5149177f, 0.5209956f,
0.52711517f, 0.53327644f, 0.5394795f, 0.5457245f,
0.55201143f, 0.55834043f, 0.5647115f, 0.57112485f,
0.57758045f, 0.58407843f, 0.59061885f, 0.5972018f,
0.60382736f, 0.61049557f, 0.6172066f, 0.62396044f,
0.63075715f, 0.6375969f, 0.6444797f, 0.65140563f,
0.65837485f, 0.66538733f, 0.67244315f, 0.6795425f,
0.6866853f, 0.6938718f, 0.7011019f, 0.7083758f,
0.71569353f, 0.7230551f, 0.73046076f, 0.73791045f,
0.74540424f, 0.7529422f, 0.7605245f, 0.76815116f,
0.7758222f, 0.7835378f, 0.791298f, 0.7991027f,
0.8069523f, 0.8148466f, 0.82278574f, 0.8307699f,
0.838799f, 0.8468732f, 0.8549926f, 0.8631572f,
0.8713671f, 0.8796224f, 0.8879231f, 0.8962694f,
0.9046612f, 0.91309863f, 0.92158186f, 0.9301109f,
0.9386857f, 0.9473065f, 0.9559733f, 0.9646863f,
0.9734453f, 0.9822506f, 0.9911021f, 1.0f,
};
/*
int linear_to_srgb_8bit(const float x) {
if (x <= 0.f) return 0;
if (x >= 1.f) return 255;
const float *table = SRGB_8BIT_TO_LINEAR_FLOAT;
int y = 0;
for (int i = 128; i != 0; i >>= 1) {
if (table[y + i] <= x)
y += i;
}
if (x - table[y] <= table[y + 1] - x)
return y;
else
return y + 1;
}
*/
u32 linear_to_srgb_8bit(const float v)
{
ieee754 c;
c.f = v;
const size_t x = c.u;
const u32* table = (u32*)srgb_8bit_to_linear_float;
u32 y = 0;
y += table[y + 128] <= x ? 128 : 0;
y += table[y + 64] <= x ? 64 : 0;
y += table[y + 32] <= x ? 32 : 0;
y += table[y + 16] <= x ? 16 : 0;
y += table[y + 8] <= x ? 8 : 0;
y += table[y + 4] <= x ? 4 : 0;
y += table[y + 2] <= x ? 2 : 0;
y += table[y + 1] <= x ? 1 : 0;
return y;
}
// 2D Region half open [x0;x1[
struct absrect2
{
s32 x0;
s32 y0;
s32 x1;
s32 y1;
};
static inline int clipTest(absrect2& o, const core::rect<s32>* a, const absrect2& b)
{
if (a == 0)
{
o.x0 = b.x0;
o.y0 = b.y0;
o.x1 = b.x1;
o.y1 = b.y1;
}
else
{
o.x0 = core::s32_max(a->UpperLeftCorner.X, b.x0);
o.x1 = core::s32_min(a->LowerRightCorner.X, b.x1);
o.y0 = core::s32_max(a->UpperLeftCorner.Y, b.y0);
o.y1 = core::s32_min(a->LowerRightCorner.Y, b.y1);
}
int clipTest = 0;
clipTest |= o.x0 >= o.x1 ? 1 : 0;
clipTest |= o.y0 >= o.y1 ? 2 : 0;
return clipTest;
}
//! stretches srcRect src to dstRect dst, applying a sliding window box filter in linear color space (sRGB->linear->sRGB)
// todo: texture jumps (mip selection problem)
void Resample_subSampling(eBlitter op, video::IImage* dst, const core::rect<s32>* dstRect,
const video::IImage* src, const core::rect<s32>* srcRect, size_t flags)
{
u8* dstData = (u8*)dst->getData();
const absrect2 dst_clip = { 0,0,(s32)dst->getDimension().Width,(s32)dst->getDimension().Height };
absrect2 dc;
if (clipTest(dc, dstRect, dst_clip) || !dstData) return;
const video::ECOLOR_FORMAT dstFormat = dst->getColorFormat();
const u8* srcData = (u8*)src->getData();
const absrect2 src_clip = { 0,0,(s32)src->getDimension().Width,(s32)src->getDimension().Height };
absrect2 sc;
if (clipTest(sc, srcRect, src_clip) || !srcData) return;
const video::ECOLOR_FORMAT srcFormat = src->getColorFormat();
#if defined(IRRLICHT_sRGB)
const int dst_sRGB = dst->get_sRGB();
const int src_sRGB = src->get_sRGB();
#else
const int dst_sRGB = (flags & CSoftwareTexture2::TEXTURE_IS_LINEAR) ? 0 : 1;
const int src_sRGB = (flags & CSoftwareTexture2::IMAGE_IS_LINEAR) ? 0 : 1;
#endif
float scale[2];
scale[0] = (float)(sc.x1 - sc.x0) / (float)(dc.x1 - dc.x0);
scale[1] = (float)(sc.y1 - sc.y0) / (float)(dc.y1 - dc.y0);
const float rs = 1.f / (scale[0] * scale[1]);
float sum[4];
u32 sbgra = 0;
float f[4];
int fi[4];
f[3] = (float)sc.y0;
for (int dy = dc.y0; dy < dc.y1; ++dy)
{
f[1] = f[3];
f[3] = sc.y0 + (dy + 1 - dc.y0) * scale[1];
if (f[3] >= sc.y1) f[3] = sc.y1 - 0.001f; //todo:1.f/dim should be enough
f[2] = (float)sc.x0;
for (int dx = dc.x0; dx < dc.x1; ++dx)
{
f[0] = f[2];
f[2] = sc.x0 + (dx + 1 - dc.x0) * scale[0];
if (f[2] >= sc.x1) f[2] = sc.x1 - 0.001f;
//accumulate linear color
sum[0] = 0.f;
sum[1] = 0.f;
sum[2] = 0.f;
sum[3] = 0.f;
//sample border
fi[0] = (int)(f[0]);
fi[1] = (int)(f[1]);
fi[2] = (int)(f[2]);
fi[3] = (int)(f[3]);
float w[2];
for (int fy = fi[1]; fy <= fi[3]; ++fy)
{
w[1] = 1.f;
if (fy == fi[1]) w[1] -= f[1] - fy;
if (fy == fi[3]) w[1] -= fy + 1 - f[3];
for (int fx = fi[0]; fx <= fi[2]; ++fx)
{
w[0] = 1.f;
if (fx == fi[0]) w[0] -= f[0] - fx;
if (fx == fi[2]) w[0] -= fx + 1 - f[2];
const float ws = w[1] * w[0] * rs;
switch (srcFormat)
{
case video::ECF_A1R5G5B5: sbgra = video::A1R5G5B5toA8R8G8B8(*(u16*)(srcData + (fy * src_clip.x1) * 2 + (fx * 2))); break;
case video::ECF_R5G6B5: sbgra = video::R5G6B5toA8R8G8B8(*(u16*)(srcData + (fy * src_clip.x1) * 2 + (fx * 2))); break;
case video::ECF_A8R8G8B8: sbgra = *(u32*)(srcData + (fy * src_clip.x1) * 4 + (fx * 4)); break;
case video::ECF_R8G8B8:
{
const u8* p = srcData + (fy * src_clip.x1) * 3 + (fx * 3);
sbgra = 0xFF000000 | p[0] << 16 | p[1] << 8 | p[2];
} break;
default: break;
}
if (src_sRGB)
{
sum[0] += srgb_8bit_to_linear_float[(sbgra) & 0xFF] * ws;
sum[1] += srgb_8bit_to_linear_float[(sbgra >> 8) & 0xFF] * ws;
sum[2] += srgb_8bit_to_linear_float[(sbgra >> 16) & 0xFF] * ws;
sum[3] += ((sbgra >> 24) & 0xFF) * ws;
}
else
{
sum[0] += ((sbgra) & 0xFF) * ws;
sum[1] += ((sbgra >> 8) & 0xFF) * ws;
sum[2] += ((sbgra >> 16) & 0xFF) * ws;
sum[3] += ((sbgra >> 24) & 0xFF) * ws;
}
}
}
switch (op)
{
case BLITTER_TEXTURE_ALPHA_BLEND:
case BLITTER_TEXTURE_ALPHA_COLOR_BLEND:
break;
default:
break;
}
if (dst_sRGB)
{
sbgra = linear_to_srgb_8bit(sum[0]) |
linear_to_srgb_8bit(sum[1]) << 8 |
linear_to_srgb_8bit(sum[2]) << 16 |
(u32)(sum[3]) << 24;
}
else
{
sbgra = (u32)(sum[0]) |
(u32)(sum[1]) << 8 |
(u32)(sum[2]) << 16 |
(u32)(sum[3]) << 24;
}
switch (dstFormat)
{
case video::ECF_A8R8G8B8: *(u32*)(dstData + (dy * dst_clip.x1) * 4 + (dx * 4)) = sbgra; break;
case video::ECF_R8G8B8:
{
u8* p = dstData + (dy * dst_clip.x1) * 3 + (dx * 3);
p[2] = (sbgra) & 0xFF;
p[1] = (sbgra >> 8) & 0xFF;
p[0] = (sbgra >> 16) & 0xFF;
} break;
case video::ECF_A1R5G5B5: *(u16*)(dstData + (dy * dst_clip.x1) * 2 + (dx * 2)) = video::A8R8G8B8toA1R5G5B5(sbgra); break;
case video::ECF_R5G6B5: *(u16*)(dstData + (dy * dst_clip.x1) * 2 + (dx * 2)) = video::A8R8G8B8toR5G6B5(sbgra); break;
default:
break;
}
}
}
}
} // end namespace video
} // end namespace irr
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_

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@ -1,185 +0,0 @@
// 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 __C_SOFTWARE_2_TEXTURE_H_INCLUDED__
#define __C_SOFTWARE_2_TEXTURE_H_INCLUDED__
#include "SoftwareDriver2_compile_config.h"
#include "ITexture.h"
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
#include "IVideoDriver.h"
#else
#include "IRenderTarget.h"
#endif
#include "CImage.h"
namespace irr
{
namespace video
{
class CBurningVideoDriver;
/*!
interface for a Video Driver dependent Texture.
*/
struct CSoftwareTexture2_Bound
{
f32 w; // width - 0.5f;
f32 h; // height- 0.5f;
f32 cx; // texelcenter x 1.f/width*0.5f
f32 cy; // texelcenter y 1.f/height*0.5f
};
class CSoftwareTexture2 : public ITexture
{
public:
//! constructor
enum eTex2Flags
{
GEN_MIPMAP = 1, // has mipmaps
GEN_MIPMAP_AUTO = 2, // automatic mipmap generation
IS_RENDERTARGET = 4,
ALLOW_NPOT = 8, //allow non power of two
IMAGE_IS_LINEAR = 16,
TEXTURE_IS_LINEAR = 32,
};
CSoftwareTexture2(IImage* surface, const io::path& name, u32 flags /*eTex2Flags*/, CBurningVideoDriver* driver);
//! destructor
virtual ~CSoftwareTexture2();
u32 getMipmapLevel(s32 newLevel) const
{
if ( newLevel < 0 ) newLevel = 0;
else if ( newLevel >= (s32)array_size(MipMap)) newLevel = array_size(MipMap) - 1;
while ( newLevel > 0 && MipMap[newLevel] == 0 ) newLevel -= 1;
return newLevel;
}
//! lock function
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
virtual void* lock(E_TEXTURE_LOCK_MODE mode, u32 mipmapLevel)
#else
virtual void* lock(E_TEXTURE_LOCK_MODE mode, u32 mipmapLevel, u32 layer, E_TEXTURE_LOCK_FLAGS lockFlags = ETLF_FLIP_Y_UP_RTT) _IRR_OVERRIDE_
#endif
{
if (Flags & GEN_MIPMAP)
{
//called from outside. must test
MipMapLOD = getMipmapLevel(mipmapLevel);
Size = MipMap[MipMapLOD]->getDimension();
Pitch = MipMap[MipMapLOD]->getPitch();
}
return MipMap[MipMapLOD]->getData();
}
//! unlock function
virtual void unlock() _IRR_OVERRIDE_
{
}
/*
//! compare the area drawn with the area of the texture
f32 getLODFactor( const f32 texArea ) const
{
return MipMap0_Area[0]* MipMap0_Area[1] * 0.5f * texArea;
//return MipMap[0]->getImageDataSizeInPixels () * texArea;
}
*/
const u32* getMipMap0_Area() const
{
return MipMap0_Area;
}
f32 get_lod_bias() const { return LodBIAS; }
//! returns unoptimized surface (misleading name. burning can scale down originalimage)
virtual CImage* getImage() const
{
return MipMap[0];
}
//! returns texture surface
virtual CImage* getTexture() const
{
return MipMap[MipMapLOD];
}
//precalculated dimx-1/dimx*0.5f
const CSoftwareTexture2_Bound& getTexBound() const
{
return TexBound[MipMapLOD];
}
#if !defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
virtual void regenerateMipMapLevels(void* data = 0, u32 layer = 0) _IRR_OVERRIDE_;
#else
virtual void regenerateMipMapLevels(void* data = 0);
#endif
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
const core::dimension2d<u32>& getOriginalSize() const { return OriginalSize; };
const core::dimension2d<u32>& getSize() const { return Size; };
E_DRIVER_TYPE getDriverType() const { return DriverType; };
ECOLOR_FORMAT getColorFormat() const { return ColorFormat; };
ECOLOR_FORMAT getOriginalColorFormat() const { return OriginalColorFormat; };
u32 getPitch() const { return Pitch; };
bool hasMipMaps() const { return HasMipMaps; }
bool isRenderTarget() const { return IsRenderTarget; }
core::dimension2d<u32> OriginalSize;
core::dimension2d<u32> Size;
E_DRIVER_TYPE DriverType;
ECOLOR_FORMAT OriginalColorFormat;
ECOLOR_FORMAT ColorFormat;
u32 Pitch;
bool HasMipMaps;
bool IsRenderTarget;
#endif
private:
void calcDerivative();
//! controls MipmapSelection. relation between drawn area and image size
u32 MipMapLOD; // 0 .. original Texture pot -SOFTWARE_DRIVER_2_MIPMAPPING_MAX
u32 Flags; //eTex2Flags
CBurningVideoDriver* Driver;
CImage* MipMap[SOFTWARE_DRIVER_2_MIPMAPPING_MAX];
CSoftwareTexture2_Bound TexBound[SOFTWARE_DRIVER_2_MIPMAPPING_MAX];
u32 MipMap0_Area[2];
f32 LodBIAS; // Tweak mipmap selection
};
/*!
interface for a Video Driver dependent render target.
*/
class CSoftwareRenderTarget2 : public IRenderTarget
{
public:
CSoftwareRenderTarget2(CBurningVideoDriver* driver);
virtual ~CSoftwareRenderTarget2();
virtual void setTextures(ITexture* const * textures, u32 numTextures, ITexture* depthStencil, const E_CUBE_SURFACE* cubeSurfaces, u32 numCubeSurfaces) _IRR_OVERRIDE_;
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
E_DRIVER_TYPE DriverType;
core::array<ITexture*> Texture;
#endif
protected:
CBurningVideoDriver* Driver;
};
} // end namespace video
} // end namespace irr
#endif // __C_SOFTWARE_2_TEXTURE_H_INCLUDED__

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@ -1,875 +0,0 @@
// 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 __S_4D_VERTEX_H_INCLUDED__
#define __S_4D_VERTEX_H_INCLUDED__
#include "SoftwareDriver2_compile_config.h"
#include "SoftwareDriver2_helper.h"
#include "irrAllocator.h"
#include "EPrimitiveTypes.h"
namespace irr
{
namespace video
{
//! sVec2 used in BurningShader texture coordinates
struct sVec2
{
f32 x;
f32 y;
sVec2 () {}
sVec2 ( f32 s) : x ( s ), y ( s ) {}
sVec2 ( f32 _x, f32 _y )
: x ( _x ), y ( _y ) {}
void set ( f32 _x, f32 _y )
{
x = _x;
y = _y;
}
// f = a * t + b * ( 1 - t )
void interpolate(const sVec2& burning_restrict a, const sVec2& burning_restrict b, const ipoltype t)
{
x = (f32)(b.x + ( ( a.x - b.x ) * t ));
y = (f32)(b.y + ( ( a.y - b.y ) * t ));
}
sVec2 operator-(const sVec2& other) const
{
return sVec2(x - other.x, y - other.y);
}
sVec2 operator+(const sVec2& other) const
{
return sVec2(x + other.x, y + other.y);
}
void operator+=(const sVec2& other)
{
x += other.x;
y += other.y;
}
sVec2 operator*(const f32 s) const
{
return sVec2(x * s , y * s);
}
void operator*=( const f32 s)
{
x *= s;
y *= s;
}
void operator=(const sVec2& other)
{
x = other.x;
y = other.y;
}
};
#include "irrpack.h"
//! sVec2Pack is Irrlicht S3DVertex,S3DVertex2TCoords,S3DVertexTangents Texutre Coordinates.
// Start address is not 4 byte aligned
struct sVec2Pack
{
f32 x, y;
};
//! sVec3Pack used in BurningShader, packed direction
struct sVec3Pack
{
f32 x, y, z;
//f32 _can_pack;
sVec3Pack() {}
sVec3Pack(f32 _x, f32 _y, f32 _z)
: x(_x), y(_y), z(_z) {}
// f = a * t + b * ( 1 - t )
void interpolate(const sVec3Pack& burning_restrict v0, const sVec3Pack& burning_restrict v1, const ipoltype t)
{
x = (f32)(v1.x + ((v0.x - v1.x) * t));
y = (f32)(v1.y + ((v0.y - v1.y) * t));
z = (f32)(v1.z + ((v0.z - v1.z) * t));
}
sVec3Pack operator-(const sVec3Pack& other) const
{
return sVec3Pack(x - other.x, y - other.y, z - other.z);
}
sVec3Pack operator+(const sVec3Pack& other) const
{
return sVec3Pack(x + other.x, y + other.y, z + other.z);
}
sVec3Pack operator*(const f32 s) const
{
return sVec3Pack(x * s, y * s, z * s);
}
void operator+=(const sVec3Pack& other)
{
x += other.x;
y += other.y;
z += other.z;
}
void operator=(const sVec3Pack& other)
{
x = other.x;
y = other.y;
z = other.z;
}
} PACK_STRUCT;
#include "irrunpack.h"
//! sVec4 used in Driver,BurningShader, direction/color
struct sVec4
{
union
{
struct { f32 x, y, z, w; };
struct { f32 a, r, g, b; };
};
sVec4 () {}
sVec4 ( f32 _x, f32 _y, f32 _z, f32 _w )
: x ( _x ), y ( _y ), z( _z ), w ( _w ){}
// f = a * t + b * ( 1 - t )
void interpolate(const sVec4& burning_restrict a, const sVec4& burning_restrict b, const ipoltype t)
{
x = (f32)(b.x + ( ( a.x - b.x ) * t ));
y = (f32)(b.y + ( ( a.y - b.y ) * t ));
z = (f32)(b.z + ( ( a.z - b.z ) * t ));
w = (f32)(b.w + ( ( a.w - b.w ) * t ));
}
sVec4 operator-(const sVec4& other) const
{
return sVec4(x - other.x, y - other.y, z - other.z,w - other.w);
}
sVec4 operator+(const sVec4& other) const
{
return sVec4(x + other.x, y + other.y, z + other.z,w + other.w);
}
void operator+=(const sVec4& other)
{
x += other.x;
y += other.y;
z += other.z;
w += other.w;
}
sVec4 operator*(const f32 s) const
{
return sVec4(x * s , y * s, z * s,w * s);
}
sVec4 operator*(const sVec4 &other) const
{
return sVec4(x * other.x , y * other.y, z * other.z,w * other.w);
}
void operator*=(const sVec4 &other)
{
x *= other.x;
y *= other.y;
z *= other.z;
w *= other.w;
}
void operator=(const sVec4& other)
{
x = other.x;
y = other.y;
z = other.z;
w = other.w;
}
//outside shader
void set(f32 _x, f32 _y, f32 _z, f32 _w)
{
x = _x;
y = _y;
z = _z;
w = _w;
}
void setA8R8G8B8(const u32 argb)
{
a = ((argb & 0xFF000000) >> 24) * (1.f / 255.f);
r = ((argb & 0x00FF0000) >> 16) * (1.f / 255.f);
g = ((argb & 0x0000FF00) >> 8 ) * (1.f / 255.f);
b = ((argb & 0x000000FF) ) * (1.f / 255.f);
}
REALINLINE ipoltype dot_xyzw(const sVec4& other) const
{
return (ipoltype)x * other.x + (ipoltype)y * other.y + (ipoltype)z * other.z + (ipoltype)w * other.w;
}
REALINLINE f32 dot_xyz(const sVec4& other) const
{
return x * other.x + y * other.y + z * other.z;
}
REALINLINE f32 dot_minus_xyz(const sVec4& other) const
{
return -x * other.x + -y * other.y + -z * other.z;
}
void mul_xyz(const f32 s)
{
x *= s;
y *= s;
z *= s;
}
f32 length_xyz() const
{
return sqrtf(x * x + y * y + z * z);
}
void normalize_dir_xyz()
{
//const f32 l = core::reciprocal_squareroot(x * x + y * y + z * z);
f32 l = x * x + y * y + z * z;
l = l > 0.0000001f ? 1.f / sqrtf(l) : 1.f;
x *= l;
y *= l;
z *= l;
}
//unpack sVec3 to aligned during runtime
sVec4(const sVec3Pack& other)
{
x = other.x;
y = other.y;
z = other.z;
w = 0.f;
}
void normalize_pack_xyz(sVec3Pack& out, const f32 len, const f32 ofs) const
{
//const f32 l = len * core::reciprocal_squareroot ( r * r + g * g + b * b );
f32 l = x * x + y * y + z * z;
l = l > 0.0000001f ? len / sqrtf(l) : 0.f;
out.x = (x*l) + ofs;
out.y = (y*l) + ofs;
out.z = (z*l) + ofs;
}
};
//!during runtime sVec3Pack
typedef sVec4 sVec3Pack_unpack;
//!sVec4 is argb. sVec3Color is rgba
struct sVec3Color
{
f32 r, g, b,a;
void set(const f32 s)
{
r = s;
g = s;
b = s;
a = s;
}
void setA8R8G8B8(const u32 argb)
{
r = ((argb & 0x00FF0000) >> 16) * (1.f / 255.f);
g = ((argb & 0x0000FF00) >> 8 ) * (1.f / 255.f);
b = ((argb & 0x000000FF) ) * (1.f / 255.f);
a = ((argb & 0xFF000000) >> 24) * (1.f / 255.f);
}
void setColorf(const video::SColorf & color)
{
r = color.r;
g = color.g;
b = color.b;
a = color.a;
}
void add_rgb(const sVec3Color& other)
{
r += other.r;
g += other.g;
b += other.b;
}
void mad_rgb(const sVec3Color& other, const f32 v)
{
r += other.r * v;
g += other.g * v;
b += other.b * v;
}
void mad_rgbv(const sVec3Color& v0, const sVec3Color& v1)
{
r += v0.r * v1.r;
g += v0.g * v1.g;
b += v0.b * v1.b;
}
//sVec4 is a,r,g,b, alpha pass
void sat(sVec4 &dest, const u32 argb) const
{
dest.a = ((argb & 0xFF000000) >> 24) * (1.f / 255.f);
dest.r = r <= 1.f ? r : 1.f;
dest.g = g <= 1.f ? g : 1.f;
dest.b = b <= 1.f ? b : 1.f;
}
void sat_xyz(sVec3Pack &dest, const sVec3Color& v1) const
{
f32 v;
v = r * v1.r; dest.x = v < 1.f ? v : 1.f;
v = g * v1.g; dest.y = v < 1.f ? v : 1.f;
v = b * v1.b; dest.z = v < 1.f ? v : 1.f;
}
void sat_xyz(sVec4 &dest, const sVec3Color& v1) const
{
f32 v;
dest.a = 1.f;
v = r * v1.r; dest.r = v < 1.f ? v : 1.f;
v = g * v1.g; dest.g = v < 1.f ? v : 1.f;
v = b * v1.b; dest.b = v < 1.f ? v : 1.f;
}
};
//internal BurningShaderFlag for a Vertex
enum e4DVertexFlag
{
VERTEX4D_CLIPMASK = 0x0000003F,
VERTEX4D_CLIP_NEAR = 0x00000001,
VERTEX4D_CLIP_FAR = 0x00000002,
VERTEX4D_CLIP_LEFT = 0x00000004,
VERTEX4D_CLIP_RIGHT = 0x00000008,
VERTEX4D_CLIP_BOTTOM = 0x00000010,
VERTEX4D_CLIP_TOP = 0x00000020,
VERTEX4D_INSIDE = 0x0000003F,
VERTEX4D_PROJECTED = 0x00000100,
VERTEX4D_VAL_ZERO = 0x00000200,
VERTEX4D_VAL_ONE = 0x00000400,
VERTEX4D_FORMAT_MASK = 0xFFFF0000,
VERTEX4D_FORMAT_MASK_TEXTURE = 0x000F0000,
VERTEX4D_FORMAT_TEXTURE_1 = 0x00010000,
VERTEX4D_FORMAT_TEXTURE_2 = 0x00020000,
VERTEX4D_FORMAT_TEXTURE_3 = 0x00030000,
VERTEX4D_FORMAT_TEXTURE_4 = 0x00040000,
VERTEX4D_FORMAT_MASK_COLOR = 0x00F00000,
VERTEX4D_FORMAT_COLOR_1 = 0x00100000,
VERTEX4D_FORMAT_COLOR_2_FOG = 0x00200000,
VERTEX4D_FORMAT_COLOR_3 = 0x00300000,
VERTEX4D_FORMAT_COLOR_4 = 0x00400000,
VERTEX4D_FORMAT_MASK_LIGHT = 0x0F000000,
VERTEX4D_FORMAT_LIGHT_1 = 0x01000000,
VERTEX4D_FORMAT_LIGHT_2 = 0x02000000,
VERTEX4D_FORMAT_MASK_TANGENT = 0xF0000000,
VERTEX4D_FORMAT_BUMP_DOT3 = 0x10000000,
VERTEX4D_FORMAT_SPECULAR = 0x20000000,
};
//! vertex layout
enum e4DVertexType
{
E4VT_STANDARD = 0, // EVT_STANDARD, video::S3DVertex.
E4VT_2TCOORDS = 1, // EVT_2TCOORDS, video::S3DVertex2TCoords.
E4VT_TANGENTS = 2, // EVT_TANGENTS, video::S3DVertexTangents
E4VT_REFLECTION_MAP = 3,
E4VT_SHADOW = 4, // float * 3
E4VT_NO_TEXTURE = 5, // runtime if texture missing
E4VT_LINE = 6,
E4VT_COUNT
};
enum e4DIndexType
{
E4IT_16BIT = 1, // EIT_16BIT,
E4IT_32BIT = 2, // EIT_32BIT,
E4IT_NONE = 4, //
};
#ifdef BURNINGVIDEO_RENDERER_BEAUTIFUL
#define BURNING_MATERIAL_MAX_TEXTURES 4
#define BURNING_MATERIAL_MAX_COLORS 4
#define BURNING_MATERIAL_MAX_LIGHT_TANGENT 1
//ensure handcrafted sizeof(s4DVertex)
#define sizeof_s4DVertex 128
#else
#define BURNING_MATERIAL_MAX_TEXTURES 2
#ifdef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
#define BURNING_MATERIAL_MAX_COLORS 1
#else
#define BURNING_MATERIAL_MAX_COLORS 0
#endif
#define BURNING_MATERIAL_MAX_LIGHT_TANGENT 1
//ensure handcrafted sizeof(s4DVertex)
#define sizeof_s4DVertex 64
#endif
// dummy Vertex. used for calculation vertex memory size
struct s4DVertex_proxy
{
sVec4 Pos;
#if BURNING_MATERIAL_MAX_TEXTURES > 0
sVec2 Tex[BURNING_MATERIAL_MAX_TEXTURES];
#endif
#if BURNING_MATERIAL_MAX_COLORS > 0
sVec4 Color[BURNING_MATERIAL_MAX_COLORS];
#endif
#if BURNING_MATERIAL_MAX_LIGHT_TANGENT > 0
sVec3Pack LightTangent[BURNING_MATERIAL_MAX_LIGHT_TANGENT];
#endif
u32 flag; // e4DVertexFlag
};
/*!
Internal BurningVideo Vertex
*/
struct s4DVertex
{
sVec4 Pos;
#if BURNING_MATERIAL_MAX_TEXTURES > 0
sVec2 Tex[ BURNING_MATERIAL_MAX_TEXTURES ];
#endif
#if BURNING_MATERIAL_MAX_COLORS > 0
sVec4 Color[ BURNING_MATERIAL_MAX_COLORS ];
#endif
#if BURNING_MATERIAL_MAX_LIGHT_TANGENT > 0
sVec3Pack LightTangent[BURNING_MATERIAL_MAX_LIGHT_TANGENT];
#endif
u32 flag; // e4DVertexFlag
#if BURNING_MATERIAL_MAX_COLORS < 1 || BURNING_MATERIAL_MAX_LIGHT_TANGENT < 1
u8 __align [sizeof_s4DVertex - sizeof (s4DVertex_proxy) ];
#endif
// f = a * t + b * ( 1 - t )
void interpolate(const s4DVertex& burning_restrict b, const s4DVertex& burning_restrict a, const ipoltype t)
{
Pos.interpolate ( a.Pos, b.Pos, t );
#if 0
Tex[0].interpolate(a.Tex[0], b.Tex[0], t);
Tex[1].interpolate(a.Tex[1], b.Tex[1], t);
Color[0].interpolate(a.Color[0], b.Color[0], t);
LightTangent[0].interpolate(a.LightTangent[0], b.LightTangent[0], t);
#endif
size_t i;
size_t size;
#if BURNING_MATERIAL_MAX_TEXTURES > 0
size = (flag & VERTEX4D_FORMAT_MASK_TEXTURE) >> 16;
for ( i = 0; i!= size; ++i )
{
Tex[i].interpolate ( a.Tex[i], b.Tex[i], t );
}
#endif
#if BURNING_MATERIAL_MAX_COLORS > 0
size = (flag & VERTEX4D_FORMAT_MASK_COLOR) >> 20;
for ( i = 0; i!= size; ++i )
{
Color[i].interpolate ( a.Color[i], b.Color[i], t );
}
#endif
#if BURNING_MATERIAL_MAX_LIGHT_TANGENT > 0
size = (flag & VERTEX4D_FORMAT_MASK_LIGHT) >> 24;
for ( i = 0; i!= size; ++i )
{
LightTangent[i].interpolate ( a.LightTangent[i], b.LightTangent[i], t );
}
#endif
}
};
// ----------------- Vertex Cache ---------------------------
// Buffer is used as pairs of S4DVertex (0 ... ndc, 1 .. dc and projected)
typedef s4DVertex s4DVertexPair;
#define sizeof_s4DVertexPairRel 2
#define s4DVertex_ofs(index) ((index)*sizeof_s4DVertexPairRel)
#define s4DVertex_proj(index) ((index)*sizeof_s4DVertexPairRel) + 1
struct SAligned4DVertex
{
SAligned4DVertex()
:data(0),ElementSize(0),mem(0) {}
virtual ~SAligned4DVertex ()
{
if (mem)
{
delete[] mem;
mem = 0;
}
}
void resize(size_t element)
{
if (element > ElementSize)
{
if (mem) delete[] mem;
size_t byteSize = align_next(element * sizeof_s4DVertex, 4096);
mem = new u8[byteSize];
}
ElementSize = element;
data = (s4DVertex*)mem;
}
s4DVertex* data; //align to 16 byte
size_t ElementSize;
private:
u8* mem;
};
//#define memcpy_s4DVertexPair(dst,src) memcpy(dst,src,sizeof_s4DVertex * 2)
static REALINLINE void memcpy_s4DVertexPair(void* burning_restrict dst, const void* burning_restrict src)
{
//test alignment -> if already in aligned data
#if 0
if (((size_t)dst & 0xC) | ((size_t)src & 0xC))
{
int g = 1;
}
#endif
#if defined(ENV64BIT) && (sizeof_s4DVertex * sizeof_s4DVertexPairRel == 128)
u64* burning_restrict dst64 = (u64*)dst;
const u64* burning_restrict src64 = (const u64*)src;
dst64[0] = src64[0];
dst64[1] = src64[1];
dst64[2] = src64[2];
dst64[3] = src64[3];
dst64[4] = src64[4];
dst64[5] = src64[5];
dst64[6] = src64[6];
dst64[7] = src64[7];
dst64[8] = src64[8];
dst64[9] = src64[9];
dst64[10] = src64[10];
dst64[11] = src64[11];
dst64[12] = src64[12];
dst64[13] = src64[13];
dst64[14] = src64[14];
dst64[15] = src64[15];
#elif defined(ENV64BIT) && (sizeof_s4DVertex * sizeof_s4DVertexPairRel == 256)
u64* burning_restrict dst64 = (u64*)dst;
const u64* burning_restrict src64 = (const u64*)src;
dst64[0] = src64[0];
dst64[1] = src64[1];
dst64[2] = src64[2];
dst64[3] = src64[3];
dst64[4] = src64[4];
dst64[5] = src64[5];
dst64[6] = src64[6];
dst64[7] = src64[7];
dst64[8] = src64[8];
dst64[9] = src64[9];
dst64[10] = src64[10];
dst64[11] = src64[11];
dst64[12] = src64[12];
dst64[13] = src64[13];
dst64[14] = src64[14];
dst64[15] = src64[15];
dst64[16] = src64[16];
dst64[17] = src64[17];
dst64[18] = src64[18];
dst64[19] = src64[19];
dst64[20] = src64[20];
dst64[21] = src64[21];
dst64[22] = src64[22];
dst64[23] = src64[23];
dst64[24] = src64[24];
dst64[25] = src64[25];
dst64[26] = src64[26];
dst64[27] = src64[27];
dst64[28] = src64[28];
dst64[29] = src64[29];
dst64[30] = src64[30];
dst64[31] = src64[31];
#else
u32* dst32 = (u32*)dst;
const u32* src32 = (const u32*)src;
size_t len = sizeof_s4DVertex * sizeof_s4DVertexPairRel;
while (len >= 32)
{
*dst32++ = *src32++;
*dst32++ = *src32++;
*dst32++ = *src32++;
*dst32++ = *src32++;
*dst32++ = *src32++;
*dst32++ = *src32++;
*dst32++ = *src32++;
*dst32++ = *src32++;
len -= 32;
}
/*
while (len >= 4)
{
*dst32++ = *src32++;
len -= 4;
}
*/
#endif
}
//! hold info for different Vertex Types
struct SVSize
{
size_t Format; // e4DVertexFlag VERTEX4D_FORMAT_MASK_TEXTURE
size_t Pitch; // sizeof Vertex
size_t TexSize; // amount Textures
size_t TexCooSize; // sizeof TextureCoordinates
};
// a cache info
struct SCacheInfo
{
u32 index;
u32 hit;
};
//must at least hold all possible (clipped) vertices of primitive.
#define VERTEXCACHE_ELEMENT 16
#define VERTEXCACHE_MISS 0xFFFFFFFF
struct SVertexCache
{
SVertexCache () {}
~SVertexCache() {}
//VertexType
SVSize vSize[E4VT_COUNT];
SCacheInfo info[VERTEXCACHE_ELEMENT];
SCacheInfo info_temp[VERTEXCACHE_ELEMENT];
// Transformed and lite, clipping state
// + Clipped, Projected
SAligned4DVertex mem;
// source
const void* vertices;
u32 vertexCount;
const void* indices;
u32 indexCount;
u32 indicesIndex;
u32 indicesRun;
u32 indicesPitch;
// primitives consist of x vertices
size_t primitiveHasVertex;
e4DVertexType vType; //E_VERTEX_TYPE
scene::E_PRIMITIVE_TYPE pType; //scene::E_PRIMITIVE_TYPE
e4DIndexType iType; //E_INDEX_TYPE iType
};
// swap 2 pointer
REALINLINE void swapVertexPointer(const s4DVertex** v1, const s4DVertex** v2)
{
const s4DVertex* b = *v1;
*v1 = *v2;
*v2 = b;
}
// ------------------------ Internal Scanline Rasterizer -----------------------------
// internal scan convert
struct sScanConvertData
{
u32 left; // major edge left/right
u32 right; // !left
u8 _unused_pack[8];
f32 invDeltaY[4]; // inverse edge delta for screen space sorted triangle
f32 x[2]; // x coordinate
f32 slopeX[2]; // x slope along edges
#if defined ( SOFTWARE_DRIVER_2_USE_WBUFFER ) || defined ( SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT )
f32 w[2]; // w coordinate
fp24 slopeW[2]; // w slope along edges
#else
f32 z[2]; // z coordinate
f32 slopeZ[2]; // z slope along edges
#endif
#if BURNING_MATERIAL_MAX_COLORS > 0
sVec4 c[BURNING_MATERIAL_MAX_COLORS][2]; // color
sVec4 slopeC[BURNING_MATERIAL_MAX_COLORS][2]; // color slope along edges
#endif
#if BURNING_MATERIAL_MAX_TEXTURES > 0
sVec2 t[BURNING_MATERIAL_MAX_TEXTURES][2]; // texture
sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES][2]; // texture slope along edges
#endif
#if BURNING_MATERIAL_MAX_LIGHT_TANGENT > 0
sVec3Pack_unpack l[BURNING_MATERIAL_MAX_LIGHT_TANGENT][2]; // Light Tangent
sVec3Pack_unpack slopeL[BURNING_MATERIAL_MAX_LIGHT_TANGENT][2]; // tanget slope along edges
#endif
};
// passed to scan Line
struct sScanLineData
{
s32 y; // y position of scanline
u8 _unused_pack[4];
f32 x[2]; // x start, x end of scanline
#if defined ( SOFTWARE_DRIVER_2_USE_WBUFFER ) || defined ( SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT )
f32 w[2]; // w start, w end of scanline
#else
f32 z[2]; // z start, z end of scanline
#endif
s32 x_edgetest; // slope x
u8 _unused_pack_1[4];
#if BURNING_MATERIAL_MAX_COLORS > 0
sVec4 c[BURNING_MATERIAL_MAX_COLORS][2]; // color start, color end of scanline
#endif
#if BURNING_MATERIAL_MAX_TEXTURES > 0
sVec2 t[BURNING_MATERIAL_MAX_TEXTURES][2]; // texture start, texture end of scanline
#endif
#if BURNING_MATERIAL_MAX_LIGHT_TANGENT > 0
sVec3Pack_unpack l[BURNING_MATERIAL_MAX_LIGHT_TANGENT][2]; // Light Tangent start, end
#endif
};
// passed to pixel Shader
struct sPixelShaderData
{
tVideoSample *dst;
fp24 *z;
s32 xStart;
s32 xEnd;
s32 dx;
s32 i;
};
/*
load a color value
*/
REALINLINE void getTexel_plain2 ( tFixPoint &r, tFixPoint &g, tFixPoint &b,const sVec4 &v )
{
r = tofix(v.r, FIX_POINT_F32_MUL);
g = tofix(v.g, FIX_POINT_F32_MUL);
b = tofix(v.b, FIX_POINT_F32_MUL);
}
#if 0
/*
load a color value
*/
REALINLINE void getSample_color ( tFixPoint &a, tFixPoint &r, tFixPoint &g, tFixPoint &b, const sVec4 &v )
{
a = tofix ( v.a, FIX_POINT_F32_MUL);
r = tofix ( v.r, COLOR_MAX * FIX_POINT_F32_MUL);
g = tofix ( v.g, COLOR_MAX * FIX_POINT_F32_MUL);
b = tofix ( v.b, COLOR_MAX * FIX_POINT_F32_MUL);
}
/*
load a color value
*/
REALINLINE void getSample_color ( tFixPoint &r, tFixPoint &g, tFixPoint &b,const sVec4 &v )
{
r = tofix ( v.r, COLOR_MAX * FIX_POINT_F32_MUL);
g = tofix ( v.g, COLOR_MAX * FIX_POINT_F32_MUL);
b = tofix ( v.b, COLOR_MAX * FIX_POINT_F32_MUL);
}
#endif
/*
load a color value. mulby controls [0;1] or [0;ColorMax]
aka getSample_color
*/
REALINLINE void vec4_to_fix(tFixPoint &r, tFixPoint &g, tFixPoint &b,const sVec4 &v, const f32 mulby )
{
r = tofix(v.r, mulby);
g = tofix(v.g, mulby);
b = tofix(v.b, mulby);
}
REALINLINE void vec4_to_fix(tFixPoint &a,tFixPoint &r, tFixPoint &g, tFixPoint &b,const sVec4 &v, const f32 mulby)
{
a = tofix(v.a, mulby);
r = tofix(v.r, mulby);
g = tofix(v.g, mulby);
b = tofix(v.b, mulby);
}
}
}
#endif

View File

@ -7,28 +7,6 @@
#include "IrrCompileConfig.h"
// Generic Render Flags for burning's video rasterizer
// defined now in irrlicht compile config
#define SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
#define SOFTWARE_DRIVER_2_SUBTEXEL
#define SOFTWARE_DRIVER_2_BILINEAR
#define SOFTWARE_DRIVER_2_LIGHTING
#define SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
#define SOFTWARE_DRIVER_2_USE_SEPARATE_SPECULAR_COLOR
#define SOFTWARE_DRIVER_2_USE_WBUFFER
#define SOFTWARE_DRIVER_2_32BIT
#define SOFTWARE_DRIVER_2_TEXTURE_COLOR_FORMAT ECF_A8R8G8B8
#define SOFTWARE_DRIVER_2_RENDERTARGET_COLOR_FORMAT ECF_A8R8G8B8
#define SOFTWARE_DRIVER_2_TEXTURE_MAXSIZE 0x100000
#define SOFTWARE_DRIVER_2_TEXTURE_TRANSFORM
#define SOFTWARE_DRIVER_2_MIPMAPPING_MAX 16
#define SOFTWARE_DRIVER_2_MIPMAPPING_MIN_SIZE 1
#define SOFTWARE_DRIVER_2_SCANLINE_MAG_MIN
#define SOFTWARE_DRIVER_2_CLIPPING
#define SOFTWARE_DRIVER_2_2D_AS_3D
#define SOFTWARE_DRIVER_2_INTERLACED
#ifndef REALINLINE
#ifdef _MSC_VER
#define REALINLINE __forceinline
@ -37,195 +15,12 @@
#endif
#endif
#define reciprocal_zero(x) ((x) != 0.f ? 1.f / (x):0.f)
#define reciprocal_one(x) ((x) != 0.f ? 1.f / (x):1.f)
//Control Scanline output
#define SOFTWARE_DRIVER_2_STEP_X 1
#define SOFTWARE_DRIVER_2_STEP_Y 1
// null check necessary (burningvideo only)
#define fill_step_y(y) ((y) != 0.f ? (float)1.f / (y):0.f)
static inline float fill_step_x(float x) { return x != 0.f ? (float)SOFTWARE_DRIVER_2_STEP_X / x : 0.f; }
#define interlace_control_bit 1
#define interlace_control_mask ((1<<interlace_control_bit)-1)
struct interlaced_control
{
unsigned enable : 1;
unsigned bypass : 1;
unsigned nr : interlace_control_bit;
};
struct interlace_scanline_data { unsigned int y; };
static inline interlaced_control interlace_disabled()
{
interlaced_control v;
v.enable = 0;
v.bypass = 1;
v.nr = 0;
return v;
}
#if defined(SOFTWARE_DRIVER_2_INTERLACED)
#define interlace_scanline if ( Interlaced.bypass | ((line.y & interlace_control_mask) == Interlaced.nr) )
#define interlace_scanline_enabled if ( (line.y & interlace_control_mask) == Interlaced.nr )
//#define interlace_scanline if ( Interlaced.disabled | (((line.y >> (interlace_control_bit-1) ) & 1) == (Interlaced.nr & 1)) )
//#define interlace_scanline
#else
#define interlace_scanline
#define interlace_scanline_enabled
#endif
#define scissor_test_y if ((~TL_Flag & TL_SCISSOR) || ((line.y >= Scissor.y0) & (line.y <= Scissor.y1)))
#define scissor_test_x if ((~TL_Flag & TL_SCISSOR) || ((i+xStart >= Scissor.x0) & (i+xStart <= Scissor.x1)))
#define fill_convention_left(x) (s32) ceilf(x)
#define fill_convention_right(x) ((s32) ceilf(x))-1
#define fill_convention_none(x) (s32) (x)
#define fill_convention_edge(x) (s32) floorf(fabsf(x)+0.f)
//#define fill_convention_left(x) 65536 - int(65536.0f - x)
//#define fill_convention_right(x) 65535 - int(65536.0f - x)
//Check coordinates are in render target/window space
//#define SOFTWARE_DRIVER_2_DO_CLIPCHECK
#if defined (SOFTWARE_DRIVER_2_DO_CLIPCHECK) && defined(_WIN32)
#define SOFTWARE_DRIVER_2_CLIPCHECK if( xStart < 0 || xStart + dx >= (s32)RenderTarget->getDimension().Width || line.y < 0 || line.y >= (s32) RenderTarget->getDimension().Height ) __debugbreak()
#define SOFTWARE_DRIVER_2_CLIPCHECK_REF if( pShader.xStart < 0 || pShader.xStart + pShader.dx >= (s32)RenderTarget->getDimension().Width || line.y < 0 || line.y >= (s32) RenderTarget->getDimension().Height ) __debugbreak()
#define SOFTWARE_DRIVER_2_CLIPCHECK_WIRE if( aposx < 0 || aposx >= (s32)RenderTarget->getDimension().Width || aposy < 0 || aposy >= (s32) RenderTarget->getDimension().Height ) __debugbreak()
inline float reciprocal_zero_no(const float x)
{
if (x * x <= 0.00001f) __debugbreak();
return 1.f / x;
}
#else
#define SOFTWARE_DRIVER_2_CLIPCHECK
#define SOFTWARE_DRIVER_2_CLIPCHECK_REF
#define SOFTWARE_DRIVER_2_CLIPCHECK_WIRE
#define reciprocal_zero_no(x) 1.f/x
#endif
//!scanline renderer emulate line
enum edge_test_flag
{
edge_test_pass = 1, //! not wireframe
edge_test_left = 0,
edge_test_first_line = 2,
edge_test_point = 4
};
//if any edge test flag is set result=1 else 0. ( pass height test for degenerate triangle )
#define reciprocal_edge(x) ((x) != 0.f ? 1.f / (x):(~EdgeTestPass)&1)
//! normalize from fixed point Color Max to fixed point [0;1]
#define fix_color_norm(x) x = (x+1) >> COLOR_MAX_LOG2
//! from 1 bit to 5 bit
#if defined(SOFTWARE_DRIVER_2_32BIT)
#define fix_alpha_color_max(x)
#else
#define fix_alpha_color_max(x) if (x) x = (x << COLOR_MAX_LOG2) - 1
#endif
// Check windows
#if _WIN32 || _WIN64
#if _WIN64
#define ENV64BIT
#else
#define ENV32BIT
#endif
#endif
// Check GCC
#if __GNUC__
#if __x86_64__ || __ppc64__
#define ENV64BIT
#else
#define ENV32BIT
#endif
#endif
#if defined(ENV64BIT) && defined(BURNINGVIDEO_RENDERER_BEAUTIFUL)
typedef float ipoltype;
#else
typedef float ipoltype;
#endif
#define ipol_lower_equal_0(n) ((n) <= (ipoltype)0.0)
#define ipol_greater_0(n) ((n) > (ipoltype)0.0)
#if (_MSC_VER > 1700 )
#define burning_restrict __restrict
#else
#define burning_restrict
#endif
/*
if (condition) state |= mask; else state &= ~mask;
*/
static inline void burning_setbit(size_t& state, int condition, size_t mask)
{
if (condition) state |= mask;
else state &= ~mask;
}
/*
if (condition) state |= m; else state &= ~m;
*/
REALINLINE void burning_setbit32(unsigned int& state, int condition, const unsigned int mask)
{
// 0, or any positive to mask
//s32 conmask = -condition >> 31;
state ^= ((-condition >> 31) ^ state) & mask;
}
#define burning_stringify(s) #s
#define burning_create_indirect(s) create_##s
#define burning_create(s) burning_create_indirect(s)
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
#define snprintf_irr sprintf_s
#define EVDF_DEPTH_CLAMP 43
#define E_CUBE_SURFACE int
#define ECFN_DISABLED 0
namespace irr {
namespace video {
//! Enum for the flags of clear buffer
enum E_CLEAR_BUFFER_FLAG
{
ECBF_NONE = 0,
ECBF_COLOR = 1,
ECBF_DEPTH = 2,
ECBF_STENCIL = 4,
ECBF_ALL = ECBF_COLOR | ECBF_DEPTH | ECBF_STENCIL
};
//! For SMaterial.ZWriteEnable
enum E_ZWRITE
{
EZW_OFF = 0,
EZW_AUTO,
EZW_ON
};
}
}
#endif // PATCH_SUPERTUX_8_0_1_with_1_9_0
//! Size of a static C-style array.
#define array_size(_arr) ((sizeof(_arr)/sizeof(*_arr)))
//! Compiler Align
#if defined(_MSC_VER)
#if defined(ENV64BIT)
#define ALIGN(x) __declspec(align(x))
#else
// ALIGN(16) not working
#define ALIGN(x) __declspec(align(8))
#endif
#elif defined(__GNUC__)
#define ALIGN(x) __attribute__ ((aligned(x)))
#else

View File

@ -12,61 +12,12 @@
#include "SoftwareDriver2_compile_config.h"
#include "irrMath.h"
#include "irrMathFastCompat.h"
#include "CSoftwareTexture2.h"
#include "SMaterial.h"
namespace irr
{
// supporting different packed pixel needs many defines...
#if defined(SOFTWARE_DRIVER_2_32BIT)
typedef u32 tVideoSample;
typedef u32 tStencilSample;
#define MASK_A 0xFF000000
#define MASK_R 0x00FF0000
#define MASK_G 0x0000FF00
#define MASK_B 0x000000FF
#define SHIFT_A (unsigned)24
#define SHIFT_R (unsigned)16
#define SHIFT_G (unsigned)8
#define SHIFT_B (unsigned)0
#define COLOR_MAX 0xFF
#define COLOR_MAX_LOG2 8
#define COLOR_BRIGHT_WHITE 0xFFFFFFFF
#define SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY (unsigned)2
#define SOFTWARE_DRIVER_2_RENDERTARGET_GRANULARITY (unsigned)2
#else
typedef u16 tVideoSample;
typedef u8 tStencilSample;
#define MASK_A 0x8000
#define MASK_R 0x7C00
#define MASK_G 0x03E0
#define MASK_B 0x001F
#define SHIFT_A (unsigned)15
#define SHIFT_R (unsigned)10
#define SHIFT_G (unsigned)5
#define SHIFT_B (unsigned)0
#define COLOR_MAX 0x1F
#define COLOR_MAX_LOG2 5
#define COLOR_BRIGHT_WHITE 0xFFFF
#define SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY (unsigned)1
#define SOFTWARE_DRIVER_2_RENDERTARGET_GRANULARITY (unsigned)1
#endif
// ----------------------- Generic ----------------------------------
//! align_next - align to next upper 2^n
#define align_next(num,to) (((num) + (to-1)) & (~(to-1)))
@ -141,50 +92,6 @@ inline void memset16(void * dest, const u16 value, size_t bytesize)
}
}
//! memset interleaved
inline void memset32_interlaced(void* dest, const u32 value, size_t pitch,u32 height,const interlaced_control Interlaced)
{
if (Interlaced.bypass) return memset32(dest, value, pitch * height);
u8* dst = (u8*)dest;
interlace_scanline_data line;
for (line.y = 0; line.y < height; line.y += SOFTWARE_DRIVER_2_STEP_Y)
{
interlace_scanline_enabled memset32(dst, value, pitch);
dst += pitch;
}
}
// byte-align structures
#include "irrpack.h"
//IEEE Standard for Floating - Point Arithmetic(IEEE 754)
typedef union {
float f;
unsigned int u;
struct { unsigned int frac:23; unsigned exp:8; unsigned int sign:1; } fields;
struct { unsigned int frac_exp:31; } abs;
} PACK_STRUCT ieee754;
// Default alignment
#include "irrunpack.h"
// 0.5f as integer
#define ieee754_zero_dot_5 0x3f000000
#define ieee754_one 0x3f800000
#define ieee754_two 0x40000000
#if 0
// integer log2 of a float ieee 754. [not used anymore]
static inline s32 s32_log2_f32( f32 f)
{
//u32 x = IR ( f ); return ((x & 0x7F800000) >> 23) - 127;
ieee754 _log2;
_log2.f = f;
return _log2.fields.exp ? _log2.fields.exp - 127 : 10000000; /*denormal very high number*/
}
#endif
// integer log2 of an integer. returning 0 as denormal
static inline s32 s32_log2_s32(u32 in)
{
@ -195,25 +102,8 @@ static inline s32 s32_log2_s32(u32 in)
ret++;
}
return ret;
//return s32_log2_f32( (f32) x);
//ieee754 _log2;_log2.f = (f32) in; return _log2.fields.exp - 127;
}
#if 0
static inline s32 s32_abs(s32 x)
{
s32 b = x >> 31;
return (x ^ b ) - b;
}
//! conditional set based on mask and arithmetic shift
REALINLINE u32 if_mask_a_else_b ( const u32 mask, const u32 a, const u32 b )
{
return ( mask & ( a ^ b ) ) ^ b;
}
#endif
// ------------------ Video---------------------------------------
/*!
Pixel = dest * ( 1 - alpha ) + source * alpha
@ -331,53 +221,12 @@ REALINLINE u32 PixelAdd32 ( const u32 c2, const u32 c1)
return modulo | clamp;
}
#if 0
// 1 - Bit Alpha Blending
inline u16 PixelBlend16 ( const u16 destination, const u16 source )
{
if((source & 0x8000) == 0x8000)
return source; // The source is visible, so use it.
else
return destination; // The source is transparent, so use the destination.
}
// 1 - Bit Alpha Blending 16Bit SIMD
inline u32 PixelBlend16_simd ( const u32 destination, const u32 source )
{
switch(source & 0x80008000)
{
case 0x80008000: // Both source pixels are visible
return source;
case 0x80000000: // Only the first source pixel is visible
return (source & 0xFFFF0000) | (destination & 0x0000FFFF);
case 0x00008000: // Only the second source pixel is visible.
return (destination & 0xFFFF0000) | (source & 0x0000FFFF);
default: // Neither source pixel is visible.
return destination;
}
}
#else
// 1 - Bit Alpha Blending
inline u16 PixelBlend16 ( const u16 c2, const u16 c1 )
{
u16 mask = ((c1 & 0x8000) >> 15 ) + 0x7fff;
return (c2 & mask ) | ( c1 & ~mask );
}
// 1 - Bit Alpha Blending 16Bit SIMD
inline u32 PixelBlend16_simd ( const u32 c2, const u32 c1 )
{
u32 mask = ((c1 & 0x80008000) >> 15 ) + 0x7fff7fff;
return (c2 & mask ) | ( c1 & ~mask );
}
#endif
/*!
Pixel = dest * ( 1 - SourceAlpha ) + source * SourceAlpha (OpenGL blending)
*/
@ -423,762 +272,6 @@ inline u32 PixelBlend32 ( const u32 c2, const u32 c1 )
}
// ------------------ Fix Point ----------------------------------
#if defined(ENV64BIT)
typedef s32 tFixPoint;
typedef u32 tFixPointu;
#else
typedef s32 tFixPoint;
typedef u32 tFixPointu;
#endif
// Fix Point 12 (overflow on s32)
#if 0
#define FIX_POINT_PRE 12
#define FIX_POINT_FRACT_MASK 0xFFF
#define FIX_POINT_UNSIGNED_MASK 0x7FFFF000
#define FIX_POINT_ONE 0x1000
#define FIX_POINT_ZERO_DOT_FIVE 0x0800
#define FIX_POINT_F32_MUL 4096.f
#endif
// Fix Point 11 (overflow on s32)
#if 0
#define FIX_POINT_PRE 11
#define FIX_POINT_FRACT_MASK 0x7FF
#define FIX_POINT_UNSIGNED_MASK 0xFFFFF800
#define FIX_POINT_ONE 0x800
#define FIX_POINT_ZERO_DOT_FIVE 0x400
#define FIX_POINT_F32_MUL 2048.f
#endif
// Fix Point 10
#if 1
#define FIX_POINT_PRE 10
#define FIX_POINT_FRACT_MASK 0x000003FF
#define FIX_POINT_UNSIGNED_MASK 0x7FFFFE00
#define FIX_POINT_ONE 0x00000400
#define FIX_POINT_ZERO_DOT_FIVE 0x00000200
#define FIX_POINT_F32_MUL 1024.f
#endif
// Fix Point 9
#if 0
#define FIX_POINT_PRE 9
#define FIX_POINT_FRACT_MASK 0x1FF
#define FIX_POINT_UNSIGNED_MASK 0x7FFFFE00
#define FIX_POINT_ONE 0x200
#define FIX_POINT_ZERO_DOT_FIVE 0x100
#define FIX_POINT_F32_MUL 512.f
#endif
// Fix Point 7
#if 0
#define FIX_POINT_PRE 7
#define FIX_POINT_FRACT_MASK 0x7F
#define FIX_POINT_UNSIGNED_MASK 0x7FFFFF80
#define FIX_POINT_ONE 0x80
#define FIX_POINT_ZERO_DOT_FIVE 0x40
#define FIX_POINT_F32_MUL 128.f
#endif
#define FIXPOINT_COLOR_MAX ( COLOR_MAX << FIX_POINT_PRE )
#if FIX_POINT_PRE == 10 && COLOR_MAX == 255
#define FIX_POINT_HALF_COLOR 0x1FE00
#define FIX_POINT_COLOR_ERROR 4
#elif FIX_POINT_PRE == 12 && COLOR_MAX == 255
#define FIX_POINT_HALF_COLOR 0x7F800
#define FIX_POINT_COLOR_ERROR 16
#elif FIX_POINT_PRE == 10 && COLOR_MAX == 31
#define FIX_POINT_HALF_COLOR 0x3E00
#define FIX_POINT_COLOR_ERROR 32
#else
#define FIX_POINT_HALF_COLOR ( (tFixPoint) ( ((f32) COLOR_MAX / 2.f * FIX_POINT_F32_MUL ) ) )
#define FIX_POINT_COLOR_ERROR (1<<(FIX_POINT_PRE-COLOR_MAX_LOG2))
#endif
/*
convert signed integer to fixpoint
*/
inline tFixPoint s32_to_fixPoint (const s32 x)
{
return x << FIX_POINT_PRE;
}
#if 0
inline tFixPointu u32_to_fixPoint (const u32 x)
{
return x << FIX_POINT_PRE;
}
#endif
inline u32 fixPointu_to_u32 (const tFixPointu x)
{
return (u32)(x >> FIX_POINT_PRE);
}
// 1/x * FIX_POINT
#define fix_inverse32(x) (FIX_POINT_F32_MUL / (x))
#define fix_inverse32_color(x) ((FIX_POINT_F32_MUL*COLOR_MAX) / (x))
/*
convert float to fixpoint
fast convert (fistp on x86) HAS to be used..
hints: compileflag /QIfist for msvc7. msvc 8.0 has smth different
others should use their favourite assembler..
*/
#if 0
static inline int f_round2(f32 f)
{
f += (3<<22);
return IR(f) - 0x4b400000;
}
#endif
/*
convert f32 to Fix Point.
multiply is needed anyway, so scale mulby
*/
/*
REALINLINE tFixPoint tofix0 (const f32 x, const f32 mulby = FIX_POINT_F32_MUL )
{
return (tFixPoint) (x * mulby);
}
*/
#define tofix(x,y) (tFixPoint)(x * y)
/*
Fix Point , Fix Point Multiply
*/
/*
REALINLINE tFixPointu imulFixu(const tFixPointu x, const tFixPointu y)
{
return (x * y) >> (tFixPointu) FIX_POINT_PRE;
}
*/
#define imulFixu(x,y) (((x) * (y)) >> (tFixPointu) FIX_POINT_PRE)
/*
Fix Point , Fix Point Multiply
*/
REALINLINE tFixPoint imulFix(const tFixPoint x, const tFixPoint y)
{
return (x * y) >> FIX_POINT_PRE;
}
#define imulFix_simple(x,y) ((x*y)>>FIX_POINT_PRE)
#if 0
/*
Fix Point , Fix Point Multiply x * y * 2
*/
REALINLINE tFixPoint imulFix2(const tFixPoint x, const tFixPoint y)
{
return ( x * y) >> ( FIX_POINT_PRE -1 );
}
#endif
/*
Multiply x * y * 1 FIXPOINT_COLOR_MAX
*/
REALINLINE tFixPoint imulFix_tex1(const tFixPoint x, const tFixPoint y)
{
#if SOFTWARE_DRIVER_2_TEXTURE_COLOR_FORMAT == ECF_A8R8G8B8
return (((tFixPointu)x >> 2)*(((tFixPointu)y + FIX_POINT_ONE) >> 2)) >> (tFixPointu) (FIX_POINT_PRE + 4);
#else
return (x * (y+ FIX_POINT_ONE)) >> (FIX_POINT_PRE + 5);
#endif
}
/*
Multiply x * y * 2
*/
REALINLINE tFixPoint imulFix_tex2(const tFixPoint x, const tFixPoint y)
{
return ( ( (tFixPointu) x >> 2 ) * ( (tFixPointu) y >> 2 ) ) >> (tFixPointu) ( FIX_POINT_PRE + 3 );
}
/*
Multiply x * y * 4 clamp
*/
REALINLINE tFixPoint imulFix_tex4(const tFixPoint x, const tFixPoint y)
{
#if SOFTWARE_DRIVER_2_TEXTURE_COLOR_FORMAT == ECF_A8R8G8B8
tFixPoint a = (((tFixPointu)x >> 2)*(((tFixPointu)y + FIX_POINT_ONE) >> 2)) >> (tFixPointu)(FIX_POINT_PRE + 2);
#else
tFixPoint a = (x * (y + FIX_POINT_ONE)) >> (FIX_POINT_PRE + 3);
#endif
tFixPoint mask = (a - FIXPOINT_COLOR_MAX) >> 31;
return (a & mask) | (FIXPOINT_COLOR_MAX & ~mask);
}
/*!
clamp FixPoint to maxcolor in FixPoint, min(a,COLOR_MAX)
*/
REALINLINE tFixPoint clampfix_maxcolor ( const tFixPoint a)
{
tFixPoint c = (a - FIXPOINT_COLOR_MAX) >> 31;
return (a & c) | ( FIXPOINT_COLOR_MAX & ~c);
}
/*!
clamp FixPoint to 0 in FixPoint, max(a,0)
*/
REALINLINE tFixPoint clampfix_mincolor ( const tFixPoint a)
{
return a - ( a & ( a >> 31 ) );
}
REALINLINE tFixPoint saturateFix ( const tFixPoint a)
{
return clampfix_mincolor ( clampfix_maxcolor ( a ) );
}
#if 0
// rount fixpoint to int
inline s32 roundFix ( const tFixPoint x )
{
return (s32)(( x + FIX_POINT_ZERO_DOT_FIVE ) >> FIX_POINT_PRE);
}
#endif
// x in [0;1[
#if 0
inline s32 f32_to_23Bits(const f32 x)
{
f32 y = x + 1.f;
return IR(y) & 0x7FFFFF; // last 23 bits
}
#endif
/*!
fixpoint in [0..Fixpoint_color] to VideoSample xrgb
*/
REALINLINE tVideoSample fix_to_sample ( const tFixPoint r, const tFixPoint g, const tFixPoint b )
{
return ( FIXPOINT_COLOR_MAX & FIXPOINT_COLOR_MAX) << ( SHIFT_A - FIX_POINT_PRE ) |
( r & FIXPOINT_COLOR_MAX) << ( SHIFT_R - FIX_POINT_PRE ) |
( g & FIXPOINT_COLOR_MAX) >> ( FIX_POINT_PRE - SHIFT_G ) |
( b & FIXPOINT_COLOR_MAX) >> ( FIX_POINT_PRE - SHIFT_B );
}
/*!
fixpoint to VideoSample argb
a in [0;1]
rgb in [0;255] colormax
*/
REALINLINE tVideoSample fix4_to_sample ( const tFixPoint a, const tFixPoint r, const tFixPoint g, const tFixPoint b )
{
return ( a & (FIX_POINT_FRACT_MASK - 1 )) << ( SHIFT_A - 1 ) |
( r & FIXPOINT_COLOR_MAX) << ( SHIFT_R - FIX_POINT_PRE ) |
( g & FIXPOINT_COLOR_MAX) >> ( FIX_POINT_PRE - SHIFT_G ) |
( b & FIXPOINT_COLOR_MAX) >> ( FIX_POINT_PRE - SHIFT_B );
}
/*!
return fixpoint from VideoSample granularity FIXPOINT_COLOR_MAX
*/
inline void color_to_fix ( tFixPoint &r, tFixPoint &g, tFixPoint &b, const tVideoSample t00 )
{
(tFixPointu&) r = (t00 & MASK_R) >> ( SHIFT_R - FIX_POINT_PRE );
(tFixPointu&) g = (t00 & MASK_G) << ( FIX_POINT_PRE - SHIFT_G );
(tFixPointu&) b = (t00 & MASK_B) << ( FIX_POINT_PRE - SHIFT_B );
}
/*!
return fixpoint from VideoSample granularity FIXPOINT_COLOR_MAX
*/
inline void color_to_fix ( tFixPoint &a, tFixPoint &r, tFixPoint &g, tFixPoint &b, const tVideoSample t00 )
{
(tFixPointu&) a = (t00 & MASK_A) >> ( SHIFT_A - FIX_POINT_PRE );
(tFixPointu&) r = (t00 & MASK_R) >> ( SHIFT_R - FIX_POINT_PRE );
(tFixPointu&) g = (t00 & MASK_G) << ( FIX_POINT_PRE - SHIFT_G );
(tFixPointu&) b = (t00 & MASK_B) << ( FIX_POINT_PRE - SHIFT_B );
}
/*!
return fixpoint from VideoSample granularity 0..FIX_POINT_ONE
*/
inline void color_to_fix1 ( tFixPoint &r, tFixPoint &g, tFixPoint &b, const tVideoSample t00 )
{
(tFixPointu&) r = (t00 & MASK_R) >> ( SHIFT_R + COLOR_MAX_LOG2 - FIX_POINT_PRE );
(tFixPointu&) g = (t00 & MASK_G) >> ( SHIFT_G + COLOR_MAX_LOG2 - FIX_POINT_PRE );
(tFixPointu&) b = (t00 & MASK_B) << ( FIX_POINT_PRE - COLOR_MAX_LOG2 );
//0..255 -> 0..256 | c += c >= 0.5 ? 1 : 0
r += (r & FIX_POINT_ZERO_DOT_FIVE) ? FIX_POINT_COLOR_ERROR : 0;
g += (g & FIX_POINT_ZERO_DOT_FIVE) ? FIX_POINT_COLOR_ERROR : 0;
b += (b & FIX_POINT_ZERO_DOT_FIVE) ? FIX_POINT_COLOR_ERROR : 0;
}
/*!
return fixpoint from VideoSample granularity 0..FIX_POINT_ONE
*/
inline void color_to_fix1 ( tFixPoint &a, tFixPoint &r, tFixPoint &g, tFixPoint &b, const tVideoSample t00 )
{
(tFixPointu&) a = (t00 & MASK_A) >> ( SHIFT_A + COLOR_MAX_LOG2 - FIX_POINT_PRE );
(tFixPointu&) r = (t00 & MASK_R) >> ( SHIFT_R + COLOR_MAX_LOG2 - FIX_POINT_PRE );
(tFixPointu&) g = (t00 & MASK_G) >> ( SHIFT_G + COLOR_MAX_LOG2 - FIX_POINT_PRE );
(tFixPointu&) b = (t00 & MASK_B) << ( FIX_POINT_PRE - COLOR_MAX_LOG2 );
//0..255 -> 0..256 | c += c >= 0.5 ? 1 : 0
a += (a & FIX_POINT_ZERO_DOT_FIVE) ? FIX_POINT_COLOR_ERROR : 0;
r += (r & FIX_POINT_ZERO_DOT_FIVE) ? FIX_POINT_COLOR_ERROR : 0;
g += (g & FIX_POINT_ZERO_DOT_FIVE) ? FIX_POINT_COLOR_ERROR : 0;
b += (b & FIX_POINT_ZERO_DOT_FIVE) ? FIX_POINT_COLOR_ERROR : 0;
}
/*!
return fixpoint from VideoSample granularity FIXPOINT_COLOR_MAX
*/
inline void color_to_fix(tFixPoint c[4], const tVideoSample t00)
{
c[0] = (t00 & MASK_A) >> (SHIFT_A - FIX_POINT_PRE);
c[1] = (t00 & MASK_R) >> (SHIFT_R - FIX_POINT_PRE);
c[2] = (t00 & MASK_G) << (FIX_POINT_PRE - SHIFT_G);
c[3] = (t00 & MASK_B) << (FIX_POINT_PRE - SHIFT_B);
}
/*!
return fixpoint from VideoSample granularity 0..FIX_POINT_ONE
*/
inline void color_to_fix1(tFixPoint c[4], const tVideoSample t00)
{
c[0] = (t00 & MASK_A) >> (SHIFT_A + COLOR_MAX_LOG2 - FIX_POINT_PRE);
c[1] = (t00 & MASK_R) >> (SHIFT_R + COLOR_MAX_LOG2 - FIX_POINT_PRE);
c[2] = (t00 & MASK_G) >> (SHIFT_G + COLOR_MAX_LOG2 - FIX_POINT_PRE);
c[3] = (t00 & MASK_B) << (FIX_POINT_PRE - COLOR_MAX_LOG2);
//0..255 -> 0..256 | c += c >= 0.5 ? 1 : 0
c[0] += (c[0] & FIX_POINT_ZERO_DOT_FIVE) ? FIX_POINT_COLOR_ERROR : 0;
c[1] += (c[1] & FIX_POINT_ZERO_DOT_FIVE) ? FIX_POINT_COLOR_ERROR : 0;
c[2] += (c[2] & FIX_POINT_ZERO_DOT_FIVE) ? FIX_POINT_COLOR_ERROR : 0;
c[3] += (c[3] & FIX_POINT_ZERO_DOT_FIVE) ? FIX_POINT_COLOR_ERROR : 0;
}
//! ----- FP24 1.23 fix point z-buffer
#if 1
typedef f32 fp24;
#else
struct fp24
{
u32 v;
fp24() {}
fp24 ( const f32 f )
{
f32 y = f + 1.f;
v = ((u32&)y) & 0x7FFFFF; // last 23 bits
}
void operator=(const f32 f )
{
f32 y = f + 1.f;
v = ((u32&)y) & 0x7FFFFF; // last 23 bits
}
void operator+=(const fp24 &other )
{
v += other.v;
}
operator f32 () const
{
f32 r = FR ( v );
return r + 1.f;
}
};
#endif
// ------------------------ Internal Texture -----------------------------
struct sInternalTexture
{
//power-of-two
void* data; //tVideoSample* Texture->lock(miplevel)
size_t textureXMask;
size_t textureYMask;
size_t pitchlog2;
video::CSoftwareTexture2 *Texture;
s32 lodFactor; // magnify/minify
};
// get video sample plain
static inline tVideoSample getTexel_plain ( const sInternalTexture* t, const tFixPointu tx, const tFixPointu ty )
{
size_t ofs;
ofs = ( ( ty & t->textureYMask ) >> FIX_POINT_PRE ) << t->pitchlog2;
ofs |= ( tx & t->textureXMask ) >> ( FIX_POINT_PRE - SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY );
// texel
return *((tVideoSample*)( (u8*) t->data + ofs ));
}
// get video sample to fix
inline void getTexel_fix ( tFixPoint &r, tFixPoint &g, tFixPoint &b,
const sInternalTexture* t, const tFixPointu tx, const tFixPointu ty
)
{
size_t ofs;
ofs = ( ((ty + FIX_POINT_ZERO_DOT_FIVE) & t->textureYMask ) >> FIX_POINT_PRE ) << t->pitchlog2;
ofs |= ((tx + FIX_POINT_ZERO_DOT_FIVE) & t->textureXMask ) >> ( FIX_POINT_PRE - SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY );
// texel
tVideoSample t00;
t00 = *((tVideoSample*)( (u8*) t->data + ofs ));
r = (t00 & MASK_R) >> ( SHIFT_R - FIX_POINT_PRE);
g = (t00 & MASK_G) << ( FIX_POINT_PRE - SHIFT_G );
b = (t00 & MASK_B) << ( FIX_POINT_PRE - SHIFT_B );
}
// get video sample to fixpoint colormax
inline void getTexel_fix(tFixPoint &a, tFixPoint &r, tFixPoint &g, tFixPoint &b,
const sInternalTexture* t, const tFixPointu tx, const tFixPointu ty
)
{
size_t ofs;
ofs = (((ty+ FIX_POINT_ZERO_DOT_FIVE) & t->textureYMask) >> FIX_POINT_PRE) << t->pitchlog2;
ofs |= ((tx+ FIX_POINT_ZERO_DOT_FIVE) & t->textureXMask) >> (FIX_POINT_PRE - SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY);
// texel
tVideoSample t00;
t00 = *((tVideoSample*)((u8*)t->data + ofs));
a = (t00 & MASK_A) >> (SHIFT_A - FIX_POINT_PRE);
r = (t00 & MASK_R) >> (SHIFT_R - FIX_POINT_PRE);
g = (t00 & MASK_G) << (FIX_POINT_PRE - SHIFT_G);
b = (t00 & MASK_B) << (FIX_POINT_PRE - SHIFT_B);
}
#if 0
// get video sample to fixpoint
static REALINLINE void getTexel_fix ( tFixPoint &a,
const sInternalTexture * t, const tFixPointu tx, const tFixPointu ty)
{
size_t ofs;
ofs = ( ((ty + FIX_POINT_ZERO_DOT_FIVE) & t->textureYMask ) >> FIX_POINT_PRE ) << t->pitchlog2;
ofs |= ((tx + FIX_POINT_ZERO_DOT_FIVE) & t->textureXMask ) >> ( FIX_POINT_PRE - SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY );
// texel
tVideoSample t00;
t00 = *((tVideoSample*)( (u8*) t->data + ofs ));
a = (t00 & MASK_A) >> ( SHIFT_A - FIX_POINT_PRE);
}
#endif
/*
load a sample from internal texture at position tx,ty to fixpoint
*/
#if defined(SOFTWARE_DRIVER_2_BILINEAR)
#if 0
// texture2D in fixpoint color range bilinear
static REALINLINE void getSample_texture(tFixPoint &r, tFixPoint &g, tFixPoint &b,
const sInternalTexture* burning_restrict t, const tFixPointu tx, const tFixPointu ty
)
{
#if 0
if (t->lodFactor > 0)
{
size_t ofs;
ofs = (((ty + FIX_POINT_ZERO_DOT_FIVE) & t->textureYMask) >> FIX_POINT_PRE) << t->pitchlog2;
ofs += ((tx + FIX_POINT_ZERO_DOT_FIVE) & t->textureXMask) >> (FIX_POINT_PRE - SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY);
// texel
tVideoSample t00;
t00 = *((tVideoSample*)((u8*)t->data + ofs));
r = (t00 & MASK_R) >> (SHIFT_R - FIX_POINT_PRE);
g = (t00 & MASK_G) << (FIX_POINT_PRE - SHIFT_G);
b = (t00 & MASK_B) << (FIX_POINT_PRE - SHIFT_B);
return;
}
#endif
tFixPointu r00, g00, b00;
tFixPointu r01, g01, b01;
tFixPointu r10, g10, b10;
tFixPointu r11, g11, b11;
size_t o0, o1, o2, o3;
tVideoSample t00;
//wraps positive (ignoring negative)
o0 = (((ty)& t->textureYMask) >> FIX_POINT_PRE) << t->pitchlog2;
o1 = (((ty + FIX_POINT_ONE) & t->textureYMask) >> FIX_POINT_PRE) << t->pitchlog2;
o2 = ((tx)& t->textureXMask) >> (FIX_POINT_PRE - SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY);
o3 = ((tx + FIX_POINT_ONE) & t->textureXMask) >> (FIX_POINT_PRE - SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY);
t00 = *((tVideoSample*)((u8*)t->data + (o0 + o2)));
r00 = (t00 & MASK_R) >> SHIFT_R;
g00 = (t00 & MASK_G) >> SHIFT_G;
b00 = (t00 & MASK_B);
t00 = *((tVideoSample*)((u8*)t->data + (o0 + o3)));
r10 = (t00 & MASK_R) >> SHIFT_R;
g10 = (t00 & MASK_G) >> SHIFT_G;
b10 = (t00 & MASK_B);
t00 = *((tVideoSample*)((u8*)t->data + (o1 + o2)));
r01 = (t00 & MASK_R) >> SHIFT_R;
g01 = (t00 & MASK_G) >> SHIFT_G;
b01 = (t00 & MASK_B);
t00 = *((tVideoSample*)((u8*)t->data + (o1 + o3)));
r11 = (t00 & MASK_R) >> SHIFT_R;
g11 = (t00 & MASK_G) >> SHIFT_G;
b11 = (t00 & MASK_B);
tFixPointu fracx = tx & FIX_POINT_FRACT_MASK;
tFixPointu fracy = ty & FIX_POINT_FRACT_MASK;
//w00 w01 w10 w11
tFixPointu w[4];
w[0] = imulFixu(FIX_POINT_ONE - fracx, FIX_POINT_ONE - fracy);
w[1] = imulFixu(FIX_POINT_ONE - fracx, fracy);
w[2] = imulFixu(fracx, FIX_POINT_ONE - fracy);
w[3] = imulFixu(fracx, fracy);
r = (r00 * w[0]) +
(r01 * w[1]) +
(r10 * w[2]) +
(r11 * w[3]);
g = (g00 * w[0]) +
(g01 * w[1]) +
(g10 * w[2]) +
(g11 * w[3]);
b = (b00 * w[0]) +
(b01 * w[1]) +
(b10 * w[2]) +
(b11 * w[3]);
}
#else
// texture2D in fixpoint color range bilinear
static REALINLINE void getSample_texture(tFixPoint &r, tFixPoint &g, tFixPoint &b,
const sInternalTexture* burning_restrict tex, const tFixPointu tx, const tFixPointu ty
)
{
#if 0
if (tex->lodFactor > 1)
{
//nearest neighbor
size_t ofs;
ofs = (((ty + FIX_POINT_ZERO_DOT_FIVE) & tex->textureYMask) >> FIX_POINT_PRE) << tex->pitchlog2;
ofs += ((tx + FIX_POINT_ZERO_DOT_FIVE) & tex->textureXMask) >> (FIX_POINT_PRE - SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY);
tVideoSample t00;
t00 = *((tVideoSample*)((u8*)tex->data + ofs));
r = (t00 & MASK_R) >> (SHIFT_R - FIX_POINT_PRE);
g = (t00 & MASK_G) << (FIX_POINT_PRE - SHIFT_G);
b = (t00 & MASK_B) << (FIX_POINT_PRE - SHIFT_B);
return;
}
#endif
//w00 w01 w10 w11
tFixPointu w[4];
{
tFixPointu fracx = tx & FIX_POINT_FRACT_MASK;
tFixPointu fracy = ty & FIX_POINT_FRACT_MASK;
w[0] = imulFixu(FIX_POINT_ONE - fracx, FIX_POINT_ONE - fracy);
w[1] = imulFixu(fracx, FIX_POINT_ONE - fracy);
w[2] = imulFixu(FIX_POINT_ONE - fracx, fracy);
w[3] = imulFixu(fracx, fracy);
}
//wraps positive (ignoring negative)
tVideoSample t[4];
{
size_t o0, o1, o2, o3;
o0 = (((ty) & tex->textureYMask) >> FIX_POINT_PRE) << tex->pitchlog2;
o1 = (((ty + FIX_POINT_ONE) & tex->textureYMask) >> FIX_POINT_PRE) << tex->pitchlog2;
o2 = ((tx)& tex->textureXMask) >> (unsigned)(FIX_POINT_PRE - SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY);
o3 = ((tx + FIX_POINT_ONE) & tex->textureXMask) >> (unsigned)(FIX_POINT_PRE - SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY);
t[0] = *((tVideoSample*)((u8*)tex->data + (o0 + o2)));
t[1] = *((tVideoSample*)((u8*)tex->data + (o0 + o3)));
t[2] = *((tVideoSample*)((u8*)tex->data + (o1 + o2)));
t[3] = *((tVideoSample*)((u8*)tex->data + (o1 + o3)));
}
r = (((t[0] & MASK_R) >> SHIFT_R) * w[0]) +
(((t[1] & MASK_R) >> SHIFT_R) * w[1]) +
(((t[2] & MASK_R) >> SHIFT_R) * w[2]) +
(((t[3] & MASK_R) >> SHIFT_R) * w[3]);
g = (((t[0] & MASK_G) >> SHIFT_G) * w[0]) +
(((t[1] & MASK_G) >> SHIFT_G) * w[1]) +
(((t[2] & MASK_G) >> SHIFT_G) * w[2]) +
(((t[3] & MASK_G) >> SHIFT_G) * w[3]);
b = ((t[0] & MASK_B) * w[0]) +
((t[1] & MASK_B) * w[1]) +
((t[2] & MASK_B) * w[2]) +
((t[3] & MASK_B) * w[3]);
}
#endif
// get Sample bilinear
static REALINLINE void getSample_texture(tFixPoint &a, tFixPoint &r, tFixPoint &g, tFixPoint &b,
const sInternalTexture* burning_restrict tex, const tFixPointu tx, const tFixPointu ty
)
{
tFixPointu a00, r00, g00, b00;
tFixPointu a01, r01, g01, b01;
tFixPointu a10, r10, g10, b10;
tFixPointu a11, r11, g11, b11;
size_t o0, o1, o2, o3;
tVideoSample t00;
o0 = (((ty)& tex->textureYMask) >> FIX_POINT_PRE) << tex->pitchlog2;
o1 = (((ty + FIX_POINT_ONE) & tex->textureYMask) >> FIX_POINT_PRE) << tex->pitchlog2;
o2 = ((tx)& tex->textureXMask) >> (FIX_POINT_PRE - SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY);
o3 = ((tx + FIX_POINT_ONE) & tex->textureXMask) >> (FIX_POINT_PRE - SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY);
t00 = *((tVideoSample*)((u8*)tex->data + (o0 + o2)));
a00 = (t00 & MASK_A) >> SHIFT_A;
r00 = (t00 & MASK_R) >> SHIFT_R;
g00 = (t00 & MASK_G) >> SHIFT_G;
b00 = (t00 & MASK_B);
t00 = *((tVideoSample*)((u8*)tex->data + (o0 + o3)));
a10 = (t00 & MASK_A) >> SHIFT_A;
r10 = (t00 & MASK_R) >> SHIFT_R;
g10 = (t00 & MASK_G) >> SHIFT_G;
b10 = (t00 & MASK_B);
t00 = *((tVideoSample*)((u8*)tex->data + (o1 + o2)));
a01 = (t00 & MASK_A) >> SHIFT_A;
r01 = (t00 & MASK_R) >> SHIFT_R;
g01 = (t00 & MASK_G) >> SHIFT_G;
b01 = (t00 & MASK_B);
t00 = *((tVideoSample*)((u8*)tex->data + (o1 + o3)));
a11 = (t00 & MASK_A) >> SHIFT_A;
r11 = (t00 & MASK_R) >> SHIFT_R;
g11 = (t00 & MASK_G) >> SHIFT_G;
b11 = (t00 & MASK_B);
const tFixPointu txFract = tx & FIX_POINT_FRACT_MASK;
const tFixPointu txFractInv = FIX_POINT_ONE - txFract;
const tFixPointu tyFract = ty & FIX_POINT_FRACT_MASK;
const tFixPointu tyFractInv = FIX_POINT_ONE - tyFract;
const tFixPointu w00 = imulFixu(txFractInv, tyFractInv);
const tFixPointu w10 = imulFixu(txFract, tyFractInv);
const tFixPointu w01 = imulFixu(txFractInv, tyFract);
const tFixPointu w11 = imulFixu(txFract, tyFract);
a = (a00 * w00) +
(a01 * w01) +
(a10 * w10) +
(a11 * w11);
fix_alpha_color_max(a);
r = (r00 * w00) +
(r01 * w01) +
(r10 * w10) +
(r11 * w11);
g = (g00 * w00) +
(g01 * w01) +
(g10 * w10) +
(g11 * w11);
b = (b00 * w00) +
(b01 * w01) +
(b10 * w10) +
(b11 * w11);
}
#else // SOFTWARE_DRIVER_2_BILINEAR
// get Sample linear == getSample_fixpoint
static REALINLINE void getSample_texture(tFixPoint &r, tFixPoint &g, tFixPoint &b,
const sInternalTexture* burning_restrict t, const tFixPointu tx, const tFixPointu ty
)
{
size_t ofs;
ofs = (((ty + FIX_POINT_ZERO_DOT_FIVE) & t->textureYMask) >> FIX_POINT_PRE) << t->pitchlog2;
ofs += ((tx + FIX_POINT_ZERO_DOT_FIVE) & t->textureXMask) >> (FIX_POINT_PRE - SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY);
// texel
const tVideoSample t00 = *((tVideoSample*)((u8*)t->data + ofs));
(tFixPointu &)r = (t00 & MASK_R) >> (SHIFT_R - FIX_POINT_PRE);
(tFixPointu &)g = (t00 & MASK_G) << (FIX_POINT_PRE - SHIFT_G);
(tFixPointu &)b = (t00 & MASK_B) << (FIX_POINT_PRE - SHIFT_B);
}
static REALINLINE void getSample_texture(tFixPoint &a, tFixPoint &r, tFixPoint &g, tFixPoint &b,
const sInternalTexture* burning_restrict t, const tFixPointu tx, const tFixPointu ty
)
{
size_t ofs;
ofs = (((ty + FIX_POINT_ZERO_DOT_FIVE) & t->textureYMask) >> FIX_POINT_PRE) << t->pitchlog2;
ofs += ((tx + FIX_POINT_ZERO_DOT_FIVE) & t->textureXMask) >> (FIX_POINT_PRE - SOFTWARE_DRIVER_2_TEXTURE_GRANULARITY);
// texel
const tVideoSample t00 = *((tVideoSample*)((u8*)t->data + ofs));
(tFixPointu &)a = (t00 & MASK_A) >> (SHIFT_A - FIX_POINT_PRE);
fix_alpha_color_max(a);
(tFixPointu &)r = (t00 & MASK_R) >> (SHIFT_R - FIX_POINT_PRE);
(tFixPointu &)g = (t00 & MASK_G) << (FIX_POINT_PRE - SHIFT_G);
(tFixPointu &)b = (t00 & MASK_B) << (FIX_POINT_PRE - SHIFT_B);
}
#endif // SOFTWARE_DRIVER_2_BILINEAR
// 2D Region closed [x0;x1]
struct AbsRectangle
{
@ -1198,45 +291,6 @@ inline bool intersect ( AbsRectangle &dest, const AbsRectangle& a, const AbsRect
return dest.x0 < dest.x1 && dest.y0 < dest.y1;
}
#if 0
// some 1D defines
struct sIntervall
{
s32 start;
s32 end;
};
// returning intersection width
inline s32 intervall_intersect_test( const sIntervall& a, const sIntervall& b)
{
return core::s32_min( a.end, b.end ) - core::s32_max( a.start, b.start );
}
#endif
// strings
static inline void tiny_strncpy(char* to, const char* from, const size_t count)
{
for (size_t r = 0; r < count && (*to = *from) != '\0'; ++from, ++to, ++r);
*to = '\0';
}
#define tiny_strcpy(a, b) tiny_strncpy(a,b,sizeof(a)-1)
// tiny_isequal = !strncmp(a,b,sizeof(a)-1)
static inline int tiny_isequal(const char *s1, const char *s2, size_t n)
{
do {
if (*s1 != *s2++) return 0;
if (*s1++ == 0)
break;
} while (--n != 0);
return 1;
}
#define tiny_istoken(a, b) tiny_isequal(a,b,sizeof(a)-1) != 0
} // end namespace irr

View File

@ -1,52 +0,0 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_FAST_MATH_COMPAT_H_INCLUDED__
#define __IRR_FAST_MATH_COMPAT_H_INCLUDED__
#include "irrMath.h"
namespace irr
{
namespace core
{
// IRRLICHT_FAST_MATH functions which I wanted to kick out because they return
// wrong results. But last time I proposed that I've been asked to keep them for
// Burnings software renderer. So to avoid changing that accidentally or messing up
// it's speed I'll keep them around, but only as internal header.
// They should not be used otherwise any longer.
// Some examples for unexpected results when using this with IRRLICHT_FAST_MATH:
// Input 1, expected 1, got 0
// Input 3, expected 3, got 2
// Input -1.40129846e-45, expected -1, got 0
REALINLINE s32 floor32_fast(f32 x)
{
return (s32) floorf ( x );
}
// Some examples for unexpected results when using this with IRRLICHT_FAST_MATH:
// Input 1.40129846e-45, expected 1, got 0
// Input -1, expected -1, got 0
// Input -3, expected -3, got -2
REALINLINE s32 ceil32_fast ( f32 x )
{
return (s32) ceilf ( x );
}
// Some examples for unexpected results when using this with IRRLICHT_FAST_MATH:
// Input 0.5, expected 1, got 0
// Input 2.5, expected 3, got 2
// Input -1.40129846e-45, expected -nan(ind), got -inf
// Input -2.80259693e-45, expected -nan(ind), got -inf
REALINLINE s32 round32_fast(f32 x)
{
return (s32) round_(x);
}
} // end namespace core
} // end namespace irr
#endif // __IRR_FAST_MATH_COMPAT_H_INCLUDED__