252 Commits

Author SHA1 Message Date
bdcd27ab5b Bump revision 2024-01-17 17:19:03 +01:00
345285786f Make vector comparison operators transitive 2024-01-17 17:09:46 +01:00
dda9b23c3d Make equals method symmetric 2024-01-17 17:09:46 +01:00
b349266855 Enable SDL to compile on macOS 2024-01-17 11:00:40 +01:00
ee2467d622 Remove some dead code 2024-01-16 23:59:46 +01:00
88ca26c418 Define extpointer for SDL + OGLES2 2024-01-16 20:23:23 +01:00
8f44270e4a Rip out compressed color formats 2024-01-16 20:23:23 +01:00
edc678f995 Update minimum CMake version 2024-01-16 18:48:30 +01:00
0faeea33c3 build.yml: Upgrade bionic/jammy -> focal (current oldest LTS) 2024-01-16 18:34:24 +01:00
f86b9b93e8 Fix crash when SDL context fails to create 2024-01-16 18:24:02 +01:00
a3ec3a88e8 Fix scene nodes not dropping meshes (memleak) 2024-01-13 18:13:04 +01:00
7df45b4cf3 SDL: Implement touchscreen support 2024-01-13 14:08:13 +01:00
a2b6244f54 Fix build with older SDL2 2024-01-08 23:51:34 +01:00
3983c29645 Optimize scene node child removal to constant time (#275) 2024-01-08 18:43:24 +01:00
73e62f8676 Keep RTTI for Minetest IPO/LTO
Minetest using RTTI, so we cannot apply the flag here
if we want to start using IPO/LTO.

If we keep `-fno-rtti` here, compiler loses part of informations and
cannot do efficient optimizations.

The benefit of using RTTI on Irrlicht disappears with IPO/LTO on whole binary.

Signed-off-by: David Heidelberg <david@ixit.cz>
2024-01-06 21:30:15 +01:00
fb4ee6ac93 Fix mip map size calculation for non-square textures
The size of a mip map is `max{floor(width / 2 ^ level), 1} x max{floor(height / 2 ^ level), 1}`,
where `width x height` is the size of the full-resolution image,
`level` is the integer mip map level
and the smallest mip map has `1 x 1` resolution.
If `regenerateMipMapLevels` is called with custom mip map data,
the mip map sizes are calculated in this function and separately in `uploadTexture`.
`uploadTexture` calculates a size by `floor(width / 2 ^ level) x floor(height / 2 ^ level)`.

To support non-square textures, after this change,
`uploadTexture` sets the mip map width or height to `1` if it is `0`.
2024-01-05 14:09:50 +01:00
91e4129615 Windows: Return early if the clipboard data is not Unicode text 2024-01-04 21:24:50 +01:00
54b82aad26 Add IrrlichtDevice::isWindowVisible for Android 2024-01-04 16:48:35 +01:00
03dd8b0336 Update vendored khrplatform.h 2023-12-19 22:56:31 +01:00
6e6b4a6f3c Fix some minor issues with GL loader
fixes #258
2023-12-19 22:56:31 +01:00
0110826ce9 Resync mt_opengl_loader.cpp with BindingGenerator.lua
also add a warning that you can't edit it by hand
2023-12-19 22:56:31 +01:00
4e52d547b2 MinGW toolchain refresh 2023-12-17 20:47:29 +01:00
9a439a3646 Use SDL2 by default
Except on Android and macOS, for now
2023-12-17 18:46:08 +01:00
854e97f57c Add size_t to u32/s32 static_casts in irrArray
This fixes 5 narrowing cast warnings from Visual Studio 17 2022.
2023-12-17 17:02:22 +01:00
22f2c37322 Add size_t to u32 static_casts to irrString
The irrString implementation doesn't allow constructing a string with a
size that would exceed a u32, so it should be safe to narrow the size of
the underlying STL container back to a u32.

This fixes 5 narrowing cast warnings from Visual Studio 17 2022.
2023-12-17 17:02:22 +01:00
94cb0cc19d Use KHRONOS_APIENTRY to fix win32 crash 2023-12-17 17:00:41 +01:00
9b52d6fb0d Hash-check windows CI dependencies 2023-12-13 12:17:54 +01:00
16a99c2079 Add a file to gitignore 2023-12-13 12:17:04 +01:00
bb7c06d32a Initialize X11 thread safety 2023-12-10 16:29:22 +01:00
a2884e4000 Android: Make ALooper_pollAll call always non-blocking (#255) 2023-11-30 15:52:04 +01:00
b284ea076b Use newer vcpkg in Windows CI 2023-11-30 15:43:24 +01:00
85081d6fe0 Fix off-by-one error in the TGA RLE decompressor 2023-11-01 14:40:11 +01:00
eafc282efd Add unit tests for image loaders 2023-11-01 14:40:11 +01:00
8c2ad025b1 Add CTest 2023-11-01 14:40:11 +01:00
a07cfc0f7a Require C++17 at the top level 2023-11-01 14:40:11 +01:00
f725b68c57 Remove irrUString.h
now unused
2023-10-31 10:10:31 +01:00
99be15f40b Bump revision 2023-10-27 17:48:29 +02:00
6fccc79270 Convert built-in font to PNG 2023-10-25 16:54:43 +02:00
7cade6f27f cleanup: remove _IRR_COMPILE_ANDROID_ASSET_READER_ build flag
it's enabled inconditionally on android

also remove some _IRR_COMPILE_WITH_ANDROID_DEVICE_ which are useless because cmake is already properly configured
2023-10-22 12:19:14 +02:00
ae63f1bf02 build: drop _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
it's enabled inconditionally
2023-10-22 12:19:14 +02:00
dd14486d3f cleanup: replace remaining #ifndef #define with #pragma once 2023-10-22 12:19:14 +02:00
4a7d3de89a Merging r6555 through r6560 from branch releases/1.8 to trunk
- Fixing buffer overflow in tga loader

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6561 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-21 17:27:11 +02:00
631c0fa77b Add warning about rotateXZBy using right handed rotation
Rest of Irrlicht is using left-handed rotatations.
But 2d vector rotations all uses ccw which is kinda the same direction as this one if you consider those as rotations around Y, so I guess that was maybe the reason back then.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6536 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:54:48 +02:00
9813b460e1 Fix number overflows in TGA loader causing crashes
Image size calculation could overflow s32 in one place (but not others where it was done correct), which first lead to wrong amount of memory getting allocated for image data and later crash in the CColorConverter.
Thanks @sfan5 for his fuzzing tests @https://github.com/minetest/irrlicht/issues/236
and @erlehmann for passing them on: https://irrlicht.sourceforge.io/forum/viewtopic.php?t=52925
Also updating changes.txt with TGA loader changes from this and previous commits.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6535 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:54:39 +02:00
565f14677c Fix crash caused by memory overwriting in TGA loader caused by bad RLE data
From sfan5's fuzzing test reported in Minetest here: https://github.com/minetest/irrlicht/issues/236
Was missing test if it writes beyond allocated memory which can be triggered by TGA's which lie in their RLE data.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6534 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:54:24 +02:00
f53af0f2cf TGA images with palettes in 24 or 32 bit now create 32 bit images
Was creating 16-bit images for those before.
Could also support 24-bit images, but either we need another convert function or another palette for that (the 16 and 32 bit both work with 32 bit palettes, the 24 bit conversion function only with 24 bit palettes)

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6533 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:54:21 +02:00
05ebc43222 Fix TGA's with bad palette colors reading from behind palette memory
TGA's can claim to use less palette colors than they later do.
We only support 8-bit palettes, so to make this safer lets just always allocate at least 256 bytes.
Thanks @erlehmann for report and testcase: https://irrlicht.sourceforge.io/forum/viewtopic.php?p=307191
Based on Minetest bug report: https://github.com/minetest/irrlicht/issues/236

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6532 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:54:16 +02:00
c01de80583 Merging r6511 through r6520 from branch releases/1.8 to trunk
Note: Due to OSX always failing merge OSX it's rather applying a second patch
from Ryan Schmidt from bugreport #462 to trunk
(Not sure why svn merging always fails for OSX. Probably related to MacOSX files getting moved in the past. Was that done without svn move commands? I guess that can't be fixed anymore now)

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6521 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:49:54 +02:00
fbdc4ee8d5 Optimization in quaternion::rotationFromTo from Robert Eisele
Turns out we can avoid a square root and a division.
Patch comes even with proof: https://raw.org/proof/quaternion-from-two-vectors
(I also tested it a while and indeed got same results)

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6511 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:47:43 +02:00
2c086e5fdc Improve documentation
What Irrlicht calls ShaderConstants is called uniforms by everyone else. So let's mention this at least.
Also reworked setVertexShaderConstant interface had an example for the old interface in the header.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6497 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:45:50 +02:00
627a3a5172 Spelling fixes
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6475 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:39:42 +02:00
01e05f3c94 Fix recently broken scroll behaviour of listbox with moveOverSelect
This also fixes the combobox which users the listbox like that.
This got broken in [r6454] which had fixed the events send out by the listbox
Note: Still a bit strange behaviour when leaving the combobox at the bottom, but that was already that way in Irrlicht 1.8, so I've got to investigate that on it's own.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6463 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:38:24 +02:00
b673a4b2bb Tiny spelling fixes
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6462 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:38:06 +02:00
5e01152f56 Avoid warning in VS 2022
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6460 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:37:30 +02:00
c2dd664fc6 CIrrDeviceWin32::yield() now uses Sleep(0) instead of Sleep(1).
We had changed that once before in the other direction in svn r421
Reason back then was "Sleep(0) doesn't allow any lower priority threads to execute"
But Microsoft changed the behaviour of Sleep(0) after Windows XP so that's no longer true.
And the costs of it is pretty high - due to this using a timer with a 15ms resolutions it meant not just giving up the thread but it also always waited for 15ms on Windows.
I also replaced a few sleep calls in examples for that reason with yield() calls.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6459 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:37:26 +02:00
774d3d6d2b Spelling fixes
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6458 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:36:47 +02:00
e1f41edd29 Spelling fixes
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6456 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-10-15 13:36:22 +02:00
c766c3a023 Fix character encoding conversion issues 2023-10-15 12:59:40 +02:00
93eebed8c9 Unify documentation between IOSOperator and COSOperator 2023-10-15 12:59:40 +02:00
645b51a34d OpenGL3: Use std::vector in VertexType instead of clever lifetime games 2023-10-13 11:36:52 +02:00
bcc53e1e1a OpenGL3: Make sure mt_opengl is only included after GLAPI is defined 2023-10-13 11:36:52 +02:00
d4735ebc76 OpenGL3: Replace direct calls into libGL with mt_opengl 2023-10-13 11:36:52 +02:00
063079b372 OpenGL3: Make VertexType reference and not store the attribute list 2023-10-13 11:36:52 +02:00
3b198bdfda OpenGL3: Fix noexcept mismatch 2023-10-13 11:36:52 +02:00
5b2f1927d0 Revert #225 (d98dc90b38)
Fixes that Windows+SDL builds use the Windows Irrlicht device instead of the SDL Irrlicht device.
2023-10-04 23:29:59 +02:00
9954667c45 Cleanup line endings (#245)
The exact commands to make this commit were:

git reset --hard origin/master
find -type f |  # list all regular files
  grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' |  # filter for text files
  xargs -n 1 -P $(nproc) sed -i 's:\s*$::'  # for each file, trim trailing whitespace including the CR
git commit -a
2023-10-03 20:37:00 +02:00
ea1b58387e ComboBox API additions for minetest#13814
- Allow reliably detecting when the user opens a combobox.
- Allow preventing comboboxes from opening.
- Allow sending a combobox change event.
2023-09-30 16:46:30 +02:00
d767d27ca8 CXMeshFileLoader: revise error checking
Even when an error was encountered ::load() would still attempt
to assemble the mesh, this was a pretty big problem.
2023-09-29 13:49:03 +02:00
6f4f7c4d75 CXMeshFileLoader: fix buffer overreads with text format 2023-09-29 13:49:03 +02:00
103ab16679 CB3DMeshFileLoader: fix string read primitive 2023-09-29 13:49:03 +02:00
64688f4490 CB3DMeshFileLoader: add some bounds checks 2023-09-29 13:49:03 +02:00
827710f74a COBJMeshFileLoader: properly check indices 2023-09-29 13:49:03 +02:00
80e160935d COBJMeshFileLoader: fix buffer overruns 2023-09-29 13:49:03 +02:00
4506d23dc3 CImageLoaderBMP: add bound checks to RLE decompression 2023-09-29 13:49:03 +02:00
028cb8dbed CImageLoaderBMP: check bitmap data against required size 2023-09-29 13:49:03 +02:00
a5c9945bb8 CImageLoaderBMP: fix palette overreads 2023-09-29 13:49:03 +02:00
cfb73d07d7 Remove more obsolete files 2023-09-26 17:42:00 +02:00
87f7cf3438 Drop unused resource script 2023-09-26 17:42:00 +02:00
ebe4fd0a59 Refer to the origins in README 2023-09-26 17:42:00 +02:00
fc7e3f2dff Move license to the root 2023-09-26 17:42:00 +02:00
b0a070d980 Drop Irrlicht icon 2023-09-26 17:42:00 +02:00
d9216362ec Drop obsolete docs 2023-09-26 17:42:00 +02:00
d8a21cb25f Drop unused CIndexBuffer 2023-09-20 20:43:33 +02:00
9c54d927b9 Drop unused CVertexBuffer 2023-09-20 20:43:33 +02:00
b89455f385 Build OpenGL3 by default 2023-09-17 21:07:07 +02:00
6a5fceb8fd Hide OpenGL3 behind SDL2 (it won’t build otherwise anyway) 2023-09-17 21:07:07 +02:00
0b9ee5884f Fix Android build after #231 2023-09-17 20:34:43 +02:00
679dfd3343 Fix CNullDriver::removeTexture() segfault
`Textures` is not an one-to-one mapping.
Minetest still crashes with this commit but that's because
it attempts to double-free a texture.
broken by 7298b46504
2023-09-13 15:16:57 +02:00
f9d7a632f5 CI: Add MinGW builds with SDL 2023-09-13 13:26:01 +02:00
dc43583a2c CI: Merge 32- and 64-bit MinGW builds 2023-09-13 13:26:01 +02:00
03fd4ff533 Remove unused IVideoDriver::getTextureByIndex and IVideoDriver::renameTexture
* getTextureByIndex is pretty useless (apart from iterating over all texture,
  which we don't do), as you can't get an id.
* renameTexture is broken anyway: The sort call does nothing because the array
  is still flagged as sorted.
2023-09-13 13:24:08 +02:00
b7292226b4 Remove the unnecessary sort in CNullDriver::addTexture 2023-09-13 13:24:08 +02:00
7298b46504 Use binary search in CNullDriver::removeTexture() 2023-09-13 12:33:50 +02:00
af20d9ff86 Remove deprecated function transformBox 2023-09-05 17:21:35 +02:00
00dd1f8ef3 Remove deprecated functionality of SMaterial 2023-09-05 17:21:35 +02:00
364cb37698 Remove deprecated methods from IVideoDriver 2023-09-05 17:21:35 +02:00
7ce9169d8d Remove deprecated method getOperatingSystemVersion 2023-09-05 17:21:35 +02:00
ebdb2e410b Remove deprecated member functions of IMeshCache 2023-09-05 17:21:35 +02:00
a28b8f9e91 Remove deprecated member functions
Removes deprecated member functions of IMaterialRendererServices.
2023-09-05 17:21:35 +02:00
6cd27d5dca Remove deprecated IImage member functions 2023-09-05 17:21:35 +02:00
04ab99f218 Removes deprecated function getNumber
Removes deprecated function getNumber as well as makes all
line terminators the proper CR LN combo.
2023-09-05 17:21:35 +02:00
d753c8b782 Remove deprecated functions related to FileSystem 2023-09-05 17:21:35 +02:00
6a3ed6428f Remove deprecated getBoneName method 2023-09-05 17:21:35 +02:00
3492fd0d2d Remove primitive types not supported in OpenGL 3+
I removed old primitive types that do not work with modern OpenGL.
2023-09-05 17:21:35 +02:00
c6b06533f3 Deduplicate KP_5 from KP_HOME 2023-09-01 15:54:55 +02:00
e609f5f263 Remove leftovers from D3D 2023-09-01 12:45:56 +02:00
ddecc0fae2 Inline a pointless function 2023-09-01 12:26:43 +02:00
dd3a34d674 Remove unused (I)Timer methods 2023-09-01 12:22:27 +02:00
0735220f86 Suppress a -Wunused-but-set-variable warning 2023-08-29 17:33:25 +02:00
0740d055ac Fix uninitialized memory error in operator- for ustring16 iterators 2023-08-29 17:33:25 +02:00
1d4672bd92 Remove the now unused SMaterialLayer::setFiltersMinetest method 2023-08-24 17:20:54 +02:00
ef3bab610d CIrrDeviceLinux: Fix type for NET_WM_PID XChangeProperty
This uses format=32 which in X11's API means a C type of long (with
restricted range when > 32 bits). pid_t is of unknown type, though on
Linux and FreeBSD it's a 32-bit type, so does not have the same size as
long on 64-bit architectures, and thus XChangeProperty reads outside its
bounds. Fix this by casting to and passing a long.
2023-08-15 20:42:12 +02:00
d98dc90b38 cleanup: only build some files on WIN32 and compile EGL only if needed 2023-08-01 20:53:25 +02:00
c311d01c07 Bump revision 2023-07-20 20:14:50 +02:00
d7f75ae882 gitignore: add vscode cmake extension support 2023-07-20 16:29:09 +02:00
e0d4d7d8b4 cleanup: get rid of the legacy #ifndef #define craziness 2023-07-20 16:29:09 +02:00
fb7a0e4298 2D rendering: Enable bilinear filter for downscaling textures
This looks much better and doesn't have any downsides (e.g. regarding pixel art).
2023-07-16 13:02:48 +02:00
a994c31ccf Expose all OpenGL filtering modes, use OpenGL names for them
Because of a review comment by numberZero.
2023-07-16 13:02:48 +02:00
c40045a40a Rename SMaterial::TextureLayer -> SMaterial::TextureLayers
It's not the "texture layer" of the material, but an array of texture layers.
2023-07-16 13:02:48 +02:00
c0ef1092c0 Rename E_MATERIAL_FLAG -> E_MATERIAL_PROP
The enum values don't reference material flags, but material properties.
2023-07-16 13:02:47 +02:00
5ececc7d29 Split up texture filtering properties of SMaterialLayer into MinFilter and MagFilter
You can now set the filter used when scaling textures down and the filter used when scaling textures up separately.
2023-07-16 13:02:26 +02:00
9e0189019e Refactor the way you set material properties
Instead	of using SMaterial::setFlag, you now set them directly on SMaterial or SMaterialLayer.
2023-07-16 13:02:25 +02:00
b249e4523d Use precise y-direction scroll values in SDL 2023-07-03 22:46:08 +02:00
041377c24c CI: Add MSVC/SDL builds 2023-07-03 21:03:37 +02:00
83699a835d Remove content-less comments 2023-06-15 10:01:34 +02:00
98589d2fd2 Remove unused fixed function materials 2023-06-15 10:01:34 +02:00
8c856408f5 Remove use of std::iterator
(Deprecated in C++17.)
2023-06-14 09:45:16 +02:00
cbc7aeb302 Bump C++ std to 17 2023-06-14 09:45:16 +02:00
09af5ac00d Actually fix Android build 2023-06-06 16:20:06 +02:00
2c6efbdf06 Remove native_app_glue linkage
We don't provide android_main(), Minetest does. This also didn't even work correctly.
2023-06-04 19:56:30 +02:00
510976f130 Prefer GLVND at CMake>=3.11
CMake 3.10 introduced GLVND support. CMake 3.11 introduced CMP0072,
which prefers GLVND when NEW behavior is set. I set default policies to
3.11 for CMake versions >=3.11 and did not bother with requesting GLVND
for CMake 3.10.
2023-05-14 20:54:03 +02:00
b958fdc271 Fix casing for Android device name (MATCHES is case sensitive) 2023-05-11 22:34:08 +02:00
1387370260 OpenGL3: Sort out texture color format support 2023-04-29 13:07:57 +02:00
49b6ccde72 SDL: Implement getDisplayDensity() and setWindowIcon() 2023-04-29 13:06:35 +02:00
acbc90a000 Add the platform-dependent stuff from renderingengine.cpp 2023-04-29 13:06:35 +02:00
6a2a569233 Add IImage::copyToNoScaling
(Useful for const-correctness.)
2023-04-29 13:06:35 +02:00
1f15fd0805 OpenGL3: Support min/max blend modes 2023-04-24 21:43:36 +02:00
81ad195aa3 OpenGL3: New extension listing system 2023-04-23 09:48:04 +02:00
13680ef42d OpenGL3: Use DrawBuffer[s] from mt_opengl 2023-04-18 23:22:53 +02:00
44f7c22bbf OpenGL3: Version asserts 2023-04-18 23:22:53 +02:00
2e477a07d1 OpenGL3: Add version check helper 2023-04-18 23:22:53 +02:00
78d0819a2c Add missing include 2023-04-18 23:22:53 +02:00
df07b3bf99 OpenGL3: Remove stencil buffer presence test 2023-04-18 23:22:53 +02:00
523590e16c OpenGL3: Refuse 3.0 and 3.1 2023-04-18 23:22:53 +02:00
8cf02ea27f OpenGL3: ExtensionHandler::initExtensionsNew: use GetInteger 2023-04-18 23:22:53 +02:00
efb660e7ed OpenGL3: drop unused ExtensionHandler functions 2023-04-18 23:22:53 +02:00
5f88555ed3 OpenGL3: restore MRT support 2023-04-18 23:22:53 +02:00
4ee1ab261e OpenGL3: Add driver-dependent feature checks 2023-04-18 23:22:53 +02:00
ab628e641c OpenGL3: Add two missing OpenGL extensions to COGLESCoreExtensionHandler 2023-04-18 23:22:53 +02:00
1d782702e1 OpenGL3: new version format 2023-04-18 23:22:53 +02:00
c4ab49201b Fix compile warning when appending UTF-8/ASCII strings to ustring16
String constants are (const char *), but UTF-8 strings must be treated as
an array of bytes when fiddling with the bits.

The following comparison fails without this change, as uchar8_t is a
signed char, which cannot be 0xC0:

   const uchar8_t* c2 = other;
   ...
   else if (c2[l] == 0xC0 || c2[l] == 0xC1)
   ...
2023-04-15 09:43:40 +02:00
896c825b9e Fix ComboBox changing on scroll when in a scroll container (#192) 2023-04-14 19:58:13 +01:00
7a3fc62ada Haiku: build fix 2023-04-11 20:16:35 +02:00
09043e3da7 Update MinGW dependencies 2023-04-11 18:19:36 +02:00
2d81374b34 Revert "Fix: Listbox was sometimes sending EGET_LISTBOX_SELECTED_AGAIN instead of EGET_LISTBOX_CHANGED."
This broke scrolling in listboxes, as they would always reset to top position.
reverts commit 1967d71cfb
2023-04-11 14:36:44 +02:00
aa1696a7e6 Use a buffer for quads indices
also use glDrawRangeElements for quad drawing
2023-04-08 19:08:03 +02:00
e01f285c8f Extract and use singular CNullDriver::checkImage 2023-04-08 19:07:16 +02:00
5eb607f86f Drop createImagesFromFile in favor of createImageFromFile 2023-04-08 19:07:16 +02:00
fc0440ff89 Drop IImageLoader::loadImages as only IImageLoader::loadImage is usable 2023-04-08 19:07:16 +02:00
462657960d OpenGL3: Drop always-zero vSpecularColor from the shaders 2023-04-07 17:42:54 +02:00
6a152e8629 OpenGL3: Drop unused material property uniforms 2023-04-07 17:42:54 +02:00
718ba69e1b OpenGL3: Drop unused fixed-function emulation materials 2023-04-07 17:42:54 +02:00
54314691ec Fix mistake in a677f5a01a 2023-04-06 15:00:12 +02:00
36a3a7f349 Don't compile unused driver sources 2023-04-06 12:38:25 +02:00
ca5f005b74 Fix OpenGL3 driver to compile standalone
also test this configuration in CI
2023-04-06 12:38:25 +02:00
e850bd102a Minor adjustments to configuration flow 2023-04-06 12:12:46 +02:00
a677f5a01a Only try to link libraries when relevant feature is enabled
fixes #182
2023-04-06 11:56:04 +02:00
f5d3448b17 Document new CMake options 2023-04-06 11:35:30 +02:00
3a074e4124 Merge branch 'opengl3' of https://github.com/numberZero/irrlicht 2023-04-06 11:20:03 +02:00
70ee4b05aa Indicate chosen OpenGL ES 2 driver during configuration 2023-04-05 22:52:43 +03:00
58a96b7d23 Mark the repo as root in the editorconfig
Necessary due to CR/LF mess, it shouldn’t inherit the LF setting from Minetest.
2023-04-02 21:50:56 +02:00
DS
ba1cd19983 Use non-static member vars for SDL clipboard / primary selection buffers 2023-03-26 14:13:58 +02:00
a67f3003de Revert "Avoid some broken calculations for IBoneSceneNode positions."
This was reported to cause broken models in some cases.
reverts commit edb381bd50
2023-03-26 14:09:40 +02:00
4dda28450f Provide sources as private to IRRVIDEOOBJ 2023-03-25 11:26:52 +03:00
219b7fd7d2 Fix line endings in the new driver 2023-03-25 11:11:09 +03:00
28d0e0644c Add shaders for COpenGL3DriverBase
Currently, they are identical to OGLES2 shaders, except of version specification.
2023-03-25 11:10:05 +03:00
d97d1708d6 Resolve conflicts with master 2023-03-25 10:42:47 +03:00
799c8b936f SDL: Support primary selection
Requires SDL >= 2.25.0 (newest master).
2023-03-24 17:59:06 +01:00
8da1bcf58b SDL: Support clipboard 2023-03-24 17:59:06 +01:00
d86abb40c1 CGUIEditBox: Use primary selection
This is essentially the same as the commit in the minetest repo for GUIEditBox.
2023-03-24 17:59:06 +01:00
53b9eaa831 Implement X11 primary selection 2023-03-24 17:59:06 +01:00
1967d71cfb Fix: Listbox was sometimes sending EGET_LISTBOX_SELECTED_AGAIN instead of EGET_LISTBOX_CHANGED.
When pressed mouse was moved over an item before releasing the mouse button it was sending immediately EGET_LISTBOX_SELECTED_AGAIN instead of expected EGET_LISTBOX_CHANGED (mouse  move changes do not send any events).

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6454 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
c5373262ca Use qualifed id instead of virtual function calls in CVertexBuffer constructors
Another find by cppcheck tool

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6448 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
939b3f7bfb Avoid undefined arithmetic on nullptr in buffer_offset function
Not quite sure why it was done that way. Maybe to ensure we work with byte-pointers of correct size or something?
Anyway, this doesn't seem to be defined in c++, so let's try working with a cast instead.
Just something cppcheck tool complained about.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6447 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
9c2c91776e Fix spelling of enums in header comments
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6445 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
6f3435f349 Prevent potential 0 pointer access when release not acquired joystick.
Found by clang analyser. Not sure if it could really ever have happened, but won't hurt to fix

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6443 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
9f9d22ca33 Fix some problems with CMatrix4::getRotationDegrees
- Only the getRotationDegrees without parameter is allowed to try fixing scale.
  My fault when I added a new function which takes scale parameter, that one is
  not allowed to be changed.
  On the up-side - we know have for the first time an option which works in cases only
  scale and rotation had been used and the user still has the correct scale.
  Before any solution for that was broken
- getRotationDegrees fixes 2 places which caused wrong results due to floating point inaccuracies
  New test for that got added
- Document the current restrains and problems of getRotationDegrees and getScale some more.
- Improve docs for other matrix4 functions.
- Add some comments about further improvements (I'll try if I find time)

Note: Irrlicht still assumes in at least 2 places (getting bone animations and Collada loader) that matrix
decomposing works. Which it doesn't yet for matrices which switch handedness (or have further transformations like skewing axes)
The bone animation is mostly fine for now with recent workaround (but that might cause other problems as it may be used too often), haven't checked Collada yet in detail.

TL/DR: This improves things with getRotationDegrees, but does not yet fix all troubles.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6439 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
edb381bd50 Avoid some broken calculations for IBoneSceneNode positions.
This is based on bugreport #458 reported by viwrap who also made a nice test-case model.
Note: While solution seems to work and would even be faster, I'm not 100% sure yet if there are no downsides.
The other solution seems to regard last column in matrices - thought I don't think we ever set or use that.
And I also haven't found out yet _why_ the original solution goes wrong.
But animation system uses right-hand quaternions unlike rest of Irrlicht which is obviously a bit dangerous, will have to check the conversions some day.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6438 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
8ffa7eafea Fix warning
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6434 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
2bff147904 Fix: Make CBillboardSceneNode bounding-box large enough to fit the billboard inside.
It still won't work yet for scaled boundingboxes (or parents being scaled).
But at least it's now large enough for typical unscaled boundingboxes.
Before it was always too small - even for the simplest quadratic billboard case seen without rotation.
Now it's always a bit too large, but that's way less of a problem (collisions still work and culling simply happens a bit less often, but not too often which is way worse)

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6431 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
3cf75cdce4 Fix IGUIElements not getting a tab order because of invisible or disabled parents.
First problem was that IGUIElement::getNextElement wasn't passing includeInvisible and includeDisabled flags recursively, so anything deeper than one level could fail if an element was disabled/invisible in between while it was created.
Second problem was that setTabOrder(-1) did ignore disabled elements. So when any parent was disabled when elements were created they never got a tab order.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6428 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
a7f9afd289 Avoid ambigious conversions when compiling with c++20
Yay, more ugly casts needed.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6427 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
98df6eae77 Unify & improve log messages
Lots of places where coders did not realize our Printer::log with hint adds a ": " string between message and hint
Which caused uglier messages in a few places (added documentation for that, maybe helps?)
Some added info in a few places
Some whitespace unification
Some spelling unification

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6414 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
3ce4b2b5dc Prevent crash when creating CCameraSceneNode while rendertarget has height 0
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6405 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
424eb85f4d Minor const changes.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6402 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
6a9e0f109c Avoid potential number overflows.
Found by VS code analyser

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6393 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
15e3f15b48 SpriteBank: error check on non existing textureNumber
seen in broken Fonts. unified getFrameNr

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6368 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
263f243523 S3DVertex initialize color always. It's derived classes now both accept const S3DVertex& constructor.
color intitialization has some cost, but we initialized all other values already (vectors are always set to 0).
Don't think it's a good idea to have one value around which is random.
S3DVertex2TCoords(S3DVertex& o) to S3DVertex2TCoords(const S3DVertex& o) simply because it makes more sense
S3DVertexTangents(const S3DVertex& o) added because I'll need it later (and no idea why only S3DVertex2TCoords got one of those before).

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6359 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
c5ee8c8397 CVertexBuffer no longer re-allocates stuff when type doesn't change
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6339 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
b0c03b6f3b Add documentation that sourceRect of draw2dImage is based on the OriginalSize
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6324 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
679d3a8ba7 Avoid some more warnings when working with CMatrix4<f64>
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6304 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
d1f441787a Avoid warnings when working with CMatrix4<f64>
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6303 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
739a9eaf7c IVideoDriver::setMaterialRendererName now using u32 for index like other similar functions
Other functions like getMaterialRendererName got switched to u32 in the past. I can see no reason why this one was left out, so changing it to be same as the rest.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6300 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-03-24 17:09:11 +01:00
0acf0de2db Delete changes.txt
Gets in the way of cherry-picking and isn't up to date anyway.
2023-03-20 14:46:27 +01:00
52a0b9d8e5 Drop dependency on FileSystem from SceneManager 2023-03-19 19:47:43 +01:00
0160cdc51d Drop unused dependency of SceneManager on GUIEnvironment 2023-03-19 19:47:43 +01:00
5a1565072a Drop unused dependency on FileSystem in mesh loaders 2023-03-19 19:47:43 +01:00
25a7074c9a Remove all mentions of iOS 2023-03-14 17:54:08 +01:00
df8881898d Remove CIrrDeviceiOS 2023-03-14 17:54:08 +01:00
ba77d01c91 Error out early on unsupported SDL2+GLES1 combo 2023-03-13 19:16:06 +03:00
f641500d01 Add xvfb (for tests) 2023-03-13 18:45:50 +03:00
02c6449f0d Add CI for the new GL ES 2 driver 2023-03-13 18:40:11 +03:00
2331083837 Add CI for the new OpenGL 3 driver 2023-03-13 18:40:06 +03:00
d84dc18e13 Add OpenGL3 support to the autotests 2023-03-13 18:38:47 +03:00
ea0ca7f917 Small Fixes 2023-03-13 18:33:58 +03:00
82d1feb933 Accommodate lack of ETS_TEXTURE_1 2023-03-13 18:17:47 +03:00
d81db9dd6d Merge branch 'drop-irr-compile-config' into opengl3 2023-03-13 18:07:25 +03:00
6c68217426 Merge branch 'master' into drop-irr-compile-config 2023-03-13 18:05:36 +03:00
21c61e9973 Bump revision early 2023-03-11 15:12:05 +01:00
5a5a7d04b7 Drop IrrCompileConfig (#163) 2023-03-11 15:04:09 +01:00
b279810437 Consolidate import/export attribute definitions 2023-03-06 17:32:03 +03:00
e484698ba2 Restrict X11 options to X11 device 2023-03-06 14:22:48 +03:00
5f76be9380 Restore isDriverSupported, but in a cpp file 2023-03-06 14:22:48 +03:00
6de0afa8b3 Drop ETS_TEXTURE_1
The transformation state itself is still available via ETS_TEXTURE_0+1
2023-03-06 14:22:48 +03:00
a6d062ebd9 Apply suggestions from code review
Co-authored-by: sfan5 <sfan5@live.de>
2023-03-04 22:27:43 +03:00
2e9ed529b1 Restore obsolete constants as they are still used in some code I don’t want to touch 2023-03-03 22:01:50 +03:00
ceb53be9e3 Merge branch 'master' into opengl3 2023-03-03 22:01:30 +03:00
df28a4cc46 Fix ifdefs around includes in CIrrDeviceSDL 2023-03-03 21:23:07 +03:00
8dd8652f5f Split new GL3/GLES2 drivers
The classes are tiny wrappers currently but should they be customized, they are there
2023-03-03 20:29:36 +03:00
2932065346 Report as OpenGL 3 2023-03-02 03:03:17 +03:00
1326dfbcb1 Error out on unsupported configurations 2023-03-02 02:44:52 +03:00
1bbe341daa Support both OpenGL3 and GLES2 on SDL2 2023-03-02 02:44:52 +03:00
d6716ec31b Support GLES2 2023-03-02 02:41:58 +03:00
620f4869a1 Drop obsolete video drivers 2023-03-02 01:22:04 +03:00
05384fdc5e Unify drawing functions 2023-02-28 00:51:29 +03:00
48270029cd Drop obsolete stuff 2023-02-27 23:36:56 +03:00
c5ce853148 Unify quad drawing 2023-02-27 23:36:47 +03:00
4fba496917 Unify plain image drawing 2023-02-27 21:27:23 +03:00
79fdab0551 Drop obsolete IVideoDriver features 2023-02-27 21:26:46 +03:00
608aa150ff Load extensions the OpenGL 3 way 2023-02-27 20:32:06 +03:00
1f750cd7b2 Add debug handler 2023-02-27 20:31:51 +03:00
8c521939b9 Enumerate extensions in the OpenGL 3 way 2023-02-27 17:41:03 +03:00
cfa8dd7845 Request OpenGL 3.2 2023-02-27 17:39:28 +03:00
01295c9ce6 Add OpenGL3 renderer 2023-02-27 17:05:11 +03:00
5a95b40a0e Reduce IrrCompileConfig usage to files that actually need it 2023-02-22 21:11:12 +03:00
8efd4527f6 Drop _IRR_MATERIAL_MAX_TEXTURES_ 2023-02-22 21:11:12 +03:00
a0e1e39ea7 Drop _IRR_SCENEMANAGER_DEBUG 2023-02-22 21:11:12 +03:00
d8e09f14bd Drop _IRR_COMPILE_WITH_GUI_ 2023-02-22 21:11:12 +03:00
67f852be57 Drop obsolete configuration macros 2023-02-22 21:11:12 +03:00
5a2b807890 Move import/export macros into CMake 2023-02-22 21:11:12 +03:00
06db7b7ab7 Move platform detection to CMake 2023-02-22 21:11:12 +03:00
38f18eec56 Drop unused stuff from IrrCompileConfig 2023-02-21 18:16:39 +03:00
398 changed files with 102642 additions and 117492 deletions

View File

@ -1,3 +1,5 @@
root = true
[*]
charset = utf-8

View File

@ -8,22 +8,23 @@ on:
jobs:
linux-gl:
runs-on: ubuntu-latest
container:
image: ubuntu:bionic
env: { LANG: "C.UTF-8" }
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v3
- name: Install deps
run: |
apt-get update
apt-get install g++ cmake libxi-dev libgl1-mesa-dev libpng-dev libjpeg-dev zlib1g-dev -qyy
sudo apt-get update
sudo apt-get install g++ cmake libxi-dev libgl1-mesa-dev libpng-dev libjpeg-dev zlib1g-dev -qyy
- name: Build
run: |
cmake .
cmake . -DUSE_SDL2=OFF
make VERBOSE=1 -j2
- name: Test
run: |
ctest --output-on-failure
- name: Package
run: |
make DESTDIR=$PWD/_install install
@ -35,22 +36,18 @@ jobs:
path: ./irrlicht-linux.tar.gz
linux-gles:
runs-on: ubuntu-latest
container:
image: ubuntu:bionic
env: { LANG: "C.UTF-8" }
# Xvfb test is broken on 20.04 for unknown reasons (not our bug)
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v3
- name: Install deps
run: |
apt-get update
apt-get install g++ cmake libxi-dev libgles2-mesa-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
sudo apt-get update
sudo apt-get install g++ cmake libxi-dev libgles2-mesa-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
- name: Build
run: |
sed '/#define _IRR_COMPILE_WITH_OGLES2_/ s|^//||g' -i include/IrrCompileConfig.h
sed '/#define _IRR_COMPILE_WITH_OPENGL_/ s|^|//|g' -i include/IrrCompileConfig.h
cmake . -DBUILD_EXAMPLES=1
cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=OFF -DENABLE_OPENGL=OFF -DENABLE_GLES2=ON
make -j2
- name: Test (headless)
@ -61,24 +58,20 @@ jobs:
- name: Test (Xvfb)
run: |
cd bin/Linux
LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest
LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest ogles2
linux-sdl:
runs-on: ubuntu-latest
container:
image: ubuntu:jammy
env: { LANG: "C.UTF-8" }
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v3
- name: Install deps
run: |
apt-get update
apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev -qyy
sudo apt-get update
sudo apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev -qyy
- name: Build
run: |
sed '/#define _IRR_COMPILE_WITH_SDL_DEVICE_/ s|^//||g' -i include/IrrCompileConfig.h
cmake . -DBUILD_EXAMPLES=1
cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON
make -j2
- name: Test (headless)
@ -86,49 +79,85 @@ jobs:
cd bin/Linux
./AutomatedTest null
win32:
linux-sdl-gl3:
# Xvfb test is broken on 20.04 for unknown reasons (not our bug)
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v3
- name: Install deps
run: |
sudo apt-get update
sudo apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
- name: Build
run: |
cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DENABLE_OPENGL=OFF -DENABLE_OPENGL3=ON
make -j2
- name: Test (headless)
run: |
cd bin/Linux
./AutomatedTest null
- name: Test (Xvfb)
run: |
cd bin/Linux
LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest opengl3
linux-sdl-gles2:
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v3
- name: Install deps
run: |
sudo apt-get update
sudo apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
- name: Build
run: |
cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DENABLE_OPENGL=OFF -DENABLE_GLES2=ON
make -j2
- name: Test (headless)
run: |
cd bin/Linux
./AutomatedTest null
- name: Test (Xvfb)
run: |
cd bin/Linux
LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest ogles2
mingw:
name: "MinGW ${{matrix.config.variant}}${{matrix.config.extras}}"
runs-on: ubuntu-22.04
strategy:
fail-fast: false
matrix:
config:
- {variant: win32, arch: i686}
- {variant: win64, arch: x86_64}
- {variant: win32, arch: i686, extras: "-sdl"}
- {variant: win64, arch: x86_64, extras: "-sdl"}
steps:
- uses: actions/checkout@v3
- name: Install compiler
run: |
sudo apt-get update && sudo apt-get install cmake -qyy
wget http://minetest.kitsunemimi.pw/mingw-w64-i686_11.2.0_ubuntu20.04.tar.xz -O mingw.tar.xz
sudo tar -xaf mingw.tar.xz -C /usr
./scripts/ci-get-mingw.sh ${{matrix.config.arch}}
- name: Build
run: |
./scripts/ci-build-mingw.sh package
env:
CC: i686-w64-mingw32-gcc
CXX: i686-w64-mingw32-g++
CC: ${{matrix.config.arch}}-w64-mingw32-gcc
CXX: ${{matrix.config.arch}}-w64-mingw32-g++
extras: ${{matrix.config.extras}}
- uses: actions/upload-artifact@v3
with:
name: irrlicht-win32
path: ./irrlicht-win32.zip
win64:
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v3
- name: Install compiler
run: |
sudo apt-get update && sudo apt-get install cmake -qyy
wget http://minetest.kitsunemimi.pw/mingw-w64-x86_64_11.2.0_ubuntu20.04.tar.xz -O mingw.tar.xz
sudo tar -xaf mingw.tar.xz -C /usr
- name: Build
run: |
./scripts/ci-build-mingw.sh package
env:
CC: x86_64-w64-mingw32-gcc
CXX: x86_64-w64-mingw32-g++
- uses: actions/upload-artifact@v3
with:
name: irrlicht-win64
path: ./irrlicht-win64.zip
name: irrlicht-${{matrix.config.variant}}${{matrix.config.extras}}
path: ./irrlicht-${{matrix.config.variant}}${{matrix.config.extras}}.zip
macos:
runs-on: macos-latest
@ -148,12 +177,26 @@ jobs:
run: |
./bin/OSX/AutomatedTest null
macos-sdl:
runs-on: macos-latest
steps:
- uses: actions/checkout@v3
- name: Install deps
run: |
brew update
brew install cmake libpng jpeg sdl2
- name: Build
run: |
cmake . -DCMAKE_FIND_FRAMEWORK=LAST -DBUILD_EXAMPLES=1 -DUSE_SDL2=1
make -j3
msvc:
name: VS 2019 ${{ matrix.config.arch }}
name: VS 2019 ${{ matrix.config.arch }} ${{ matrix.sdl.label }}
runs-on: windows-2019
env:
VCPKG_VERSION: 14e7bb4ae24616ec54ff6b2f6ef4e8659434ea44
# 2022.05.10
VCPKG_VERSION: 8eb57355a4ffb410a2e94c07b4dca2dffbee8e50
# 2023.10.19
vcpkg_packages: zlib libpng libjpeg-turbo opengl-registry
strategy:
fail-fast: false
@ -167,6 +210,14 @@ jobs:
arch: x64
generator: "-G'Visual Studio 16 2019' -A x64"
vcpkg_triplet: x64-windows
sdl:
-
use: FALSE
label: '(no SDL)'
-
use: TRUE
label: '(with SDL)'
vcpkg_packages: sdl2
steps:
- name: Checkout
@ -175,7 +226,7 @@ jobs:
- name: Restore from cache and run vcpkg
uses: lukka/run-vcpkg@v7
with:
vcpkgArguments: ${{env.vcpkg_packages}}
vcpkgArguments: ${{env.vcpkg_packages}} ${{matrix.sdl.vcpkg_packages}}
vcpkgDirectory: '${{ github.workspace }}\vcpkg'
appendedCacheKey: ${{ matrix.config.vcpkg_triplet }}
vcpkgGitCommitId: ${{ env.VCPKG_VERSION }}
@ -184,6 +235,7 @@ jobs:
- name: CMake
run: |
cmake ${{matrix.config.generator}} `
-DUSE_SDL2=${{matrix.sdl.use}} `
-DCMAKE_TOOLCHAIN_FILE="${{ github.workspace }}\vcpkg\scripts\buildsystems\vcpkg.cmake" `
-DCMAKE_BUILD_TYPE=Release .

4
.gitignore vendored
View File

@ -5,6 +5,7 @@ install_manifest.txt
IrrlichtMtConfig.cmake
IrrlichtMtConfigVersion.cmake
IrrlichtMtTargets.cmake
CTestTestfile.cmake
Makefile
libs/*
*.so*
@ -19,3 +20,6 @@ scripts/glext.h
*.dir/
*.sln
*visualstudio/
# vscode cmake plugin
build/*

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@ -1,13 +1,6 @@
cmake_minimum_required(VERSION 3.5)
cmake_minimum_required(VERSION 3.12)
# Set policies up to 3.9 since we want to enable the IPO option
if(${CMAKE_VERSION} VERSION_LESS 3.9)
cmake_policy(VERSION ${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION})
else()
cmake_policy(VERSION 3.9)
endif()
set(IRRLICHTMT_REVISION 10)
set(IRRLICHTMT_REVISION 14)
project(Irrlicht
VERSION 1.9.0.${IRRLICHTMT_REVISION}
@ -16,6 +9,9 @@ project(Irrlicht
message(STATUS "*** Building IrrlichtMt ${PROJECT_VERSION} ***")
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
include(GNUInstallDirs)
if(ANDROID)
@ -38,7 +34,9 @@ if(NOT CMAKE_BUILD_TYPE)
endif()
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
enable_testing()
add_subdirectory(source/Irrlicht)
add_subdirectory(test)
option(BUILD_EXAMPLES "Build example applications" FALSE)
if(BUILD_EXAMPLES)

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@ -1 +0,0 @@
doc/irrlicht-license.txt

26
LICENSE Normal file
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@ -0,0 +1,26 @@
Copyright (C) 2002-2012 Nikolaus Gebhardt
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Please note that the Irrlicht Engine is based in part on the work of the
Independent JPEG Group, the zlib, libPng and aesGladman. This means that if you use
the Irrlicht Engine in your product, you must acknowledge somewhere in your
documentation that you've used the IJPG code. It would also be nice to mention
that you use the Irrlicht Engine, the zlib, libPng and aesGladman. See the
corresponding license files for further informations. It is also possible to disable
usage of those additional libraries by defines in the IrrCompileConfig.h header and
recompiling the engine.

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@ -1,9 +1,8 @@
IrrlichtMt version 1.9
======================
The Irrlicht Engine is an open source realtime 3D engine written in C++.
This is a fork by the [Minetest](https://github.com/minetest) developers that was stripped-down and customized specifically for use in Minetest.
IrrlichtMt is the 3D engine of [Minetest](https://github.com/minetest).
It is based on the [Irrlicht Engine](https://irrlicht.sourceforge.io/) but is now developed independently.
It is intentionally not compatible to upstream and is planned to be eventually absorbed into Minetest.
Build
@ -20,6 +19,11 @@ The following libraries are required to be installed:
Aside from standard search options (`ZLIB_INCLUDE_DIR`, `ZLIB_LIBRARY`, ...) the following options are available:
* `BUILD_SHARED_LIBS` (default: `ON`) - Build IrrlichtMt as a shared library
* `BUILD_EXAMPLES` (default: `OFF`) - Build example applications
* `ENABLE_OPENGL` - Enable OpenGL driver
* `ENABLE_OPENGL3` (default: `OFF`) - Enable OpenGL 3+ driver
* `ENABLE_GLES1` - Enable OpenGL ES driver, legacy
* `ENABLE_GLES2` - Enable OpenGL ES 2+ driver
* `USE_SDL2` (default: `OFF`) - Use SDL2 instead of native platform device
e.g. on a Linux system you might want to build for local use like this:

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@ -1,4 +0,0 @@
If you wish to compile the engine in linux yourself,
goto the \source directory. Run a 'make' in the subfolder 'Irrlicht'.
After this, you should be able to make all example applications in \examples.
Then just start an X Server and run them, from the directory where they are.

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@ -1 +0,0 @@
If you want to compile only the Irrlicht Engine you should use XCode project available at source/Irrlicht/ directory. You can also use examples/BuildAllExamples.xcworkspace file to build the Irrlicht Engine + all examples.

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@ -1,25 +0,0 @@
The Win32-VisualStudio version is currently (Irrlicht 1.8) compiled with VS 2010 using the Windows 7.1 SDK as platform toolset.
You might get the necessary Windows Platform SDK here: http://msdn.microsoft.com/en-us/windows/bb980924.aspx
To link to that Irrlicht.dll you need to set platform toolset in your VS version to the same target or re-compile the Irrlicht.dll using another platform toolset.
To re-compile Irrlicht for Win32-VisualStudio:
There are several project files for different VS versions in source/Irrlicht.
Irrlicht10.0.sln is for VS 2010
Irrlicht11.0.sln is for VS 2012
Irrlicht12.0.sln is for VS 2013
To compile Irrlicht + all examples and all tools check the BuildAllExamples_*.sln files in the examples folder.
For newer VS versions you have update one of those projects (VS usually can do that automatically when you open an older solution file).
Currently each of those solutions does set the platform toolset "Windows 7.1 SDK" (to be compatible to each other).
You might want to change that in the project settings and set it to your current version.
Make sure you use the same platform toolset in your application and in the engine.
Also when compiling examples each example has to use the same platform toolset as was used for the engine.
Platform should be Win32
Configuration is by default "Release"
But you can also chose "Debug" if you want Irrlicht with Debug information.
Static builds are possible but you have to additionally set the _IRR_STATIC_LIB_ define in the application when linking to a static Irrlicht.lib

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@ -1,16 +0,0 @@
If you wish to compile Irrlicht for Win32-gcc you have several choices.
1. You can work from within a MinGW shell.
Go to the folder source/Irrlicht and run the Makefile with:
make win32
Examples can be build by going into the folder of the example (for example examples/01.HelloWorld) and running the Makefile with:
make all_win32
2. Use the Code::Blocks IDE
There is a project file called Irrlicht-gcc.cbp in source/Irrlicht to compile just the engine.
Be sure to select a Windows target like "Win32 - release - accurate math - dll"
There is also Code::Blocks workspace file in the examples folder called BuildAllExamples.workspace
Again be sure to select a Windows target like "Win32 - release - accurate math - dll"
This workspace allows you to compile the engine together with all examples and tools.

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@ -1 +0,0 @@
If you wish to compile Irrlicht for emscripten please check the documenation in examples/01.HelloWorld_emscripten.

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@ -1,26 +0,0 @@
Copyright (C) 2002-2012 Nikolaus Gebhardt
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Please note that the Irrlicht Engine is based in part on the work of the
Independent JPEG Group, the zlib, libPng and aesGladman. This means that if you use
the Irrlicht Engine in your product, you must acknowledge somewhere in your
documentation that you've used the IJPG code. It would also be nice to mention
that you use the Irrlicht Engine, the zlib, libPng and aesGladman. See the
corresponding license files for further informations. It is also possible to disable
usage of those additional libraries by defines in the IrrCompileConfig.h header and
recompiling the engine.

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@ -1,63 +0,0 @@
Checklist for Irrlicht developers doing releases.
Note: Generally the more platforms, compilers, settings you can test the better. Ask for help for platforms which you don't own.
- PRE-BUILD TESTS:
- - Run tests in the tests folder
- - Compile and run examples.
- - Compile and run the tools. Note that some tools are in the buildall-examples VS project files on Windows,
but on Linux command line you have to compile them individually.
- VERSION UPDATES:
- - check IRRLICHT_SDK_VERSION (in IrrCompileConfig.h)
- - check version number in the Makefile
- - update readme.txt (version number, supported compilers)
- - Add new release information (date+version-number) in changes.txt
- - go through folders if other .txt files still make sense (things change and updating those files tends to be forgotten)
- DOCUMENTATION UPDATES:
- - run makedocumentation.sh in scripts\doc\irrlicht
- - run maketutorial.sh in scripts\doc\irrlicht (commit changed tutorial.html's)
- BUILDING THE RELEASE
(TBD - should we still release dll's? Newer and older VS builds are no longer compatible anyway)
- - run a clean build for buildAllExamples in the examples folder with the
target compiler for 32-bit and for release (old VS compiler - so far VS2010)
- - when possible compile the dll for MinGW on Windows (in release and with -s for smaller size)
- - when possible compile the dll for 64 bit (again with Visual Studio and release)
- - create a target directory, like irrlicht-1.8.1 for example
- - svn export to the target directory
- - copy the subfolders of doctemp into the doc folder of the target directory
careful, this should only be one(!) subfolder (we ended up with copies before, maybe Windows/Linux builds use different names?)
- - copy all .exe files (except test.exe) from bin\Win32-VisualStudio (.pdb's are not necessary)
- - copy Irrlicht.dll from bin\Win32-visualstudio
- - copy the files in lib\Win32-visualstudio
- - copy Irrlicht.dll from bin\Win64-VisualStudio
- - copy the files in lib\Win64-visualstudio
- - copy Irrlicht.dll from bin\Win32-gcc
- - copy the files in lib\Win32-gcc
- - remove the tests folder
- - remove scripts folder (if the release comes with docs, if you do a release
without docs for smaller filesizes then the script folder has to stay in).
- - create a zip file
- - figure out how to fix unix access right for shell-scripts in the zip file (my
trick so far is: unzip in Linux, set +x for all .sh files, zip again)
RELEASING:
- - upload the zip-file somewhere, then download it again on all platforms and do
another quick test with that file (do examples still run, can you compile)
- - give the link to the zip out on the mailinglist for others to look at
- - Upload new documentation (the content of doc/html) to: web.sourceforge.net
(sftp protocol, user and passwd are your sourceforge account, the folder
might not be shown - but you can still cd into it!):
/home/project-web/i/ir/irrlicht/htdocs
Best create first a folder with a new name, copy stuff in there, test (just
check the website), rename old folder and give new folder the "docu" name.
Then you can delete the old folder if you want.
- - upload the zip by logging in to sourceforge and using the "Files" menu (needs
admin privileges and it's the 'Files' menu between 'Summary' and 'Reviews').
The target is in one of the Irrlicht SDK subfolders. Then click the "i" beside
the file and "select all" to make it the active download.
- - write a forum post, tell everyone in facebook, reddit, your friends...
- - login to wordpress at http://irrlicht.sourceforge.net/wp-login.php, update the
downloads section and write a release post.

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@ -10,15 +10,19 @@ static int test_fail = 0;
void test_irr_array();
void test_irr_string();
static video::E_DRIVER_TYPE chooseDriver(const char *arg_)
static video::E_DRIVER_TYPE chooseDriver(core::stringc arg_)
{
if (core::stringc(arg_) == "null")
if (arg_ == "null")
return video::EDT_NULL;
if (IrrlichtDevice::isDriverSupported(video::EDT_OGLES1))
if (arg_ == "ogles1")
return video::EDT_OGLES1;
if (IrrlichtDevice::isDriverSupported(video::EDT_OGLES2))
if (arg_ == "ogles2")
return video::EDT_OGLES2;
if (arg_ == "opengl")
return video::EDT_OPENGL;
if (arg_ == "opengl3")
return video::EDT_OPENGL3;
std::cerr << "Unknown driver type: " << arg_.c_str() << ". Trying OpenGL." << std::endl;
return video::EDT_OPENGL;
}
@ -83,8 +87,12 @@ int main(int argc, char *argv[])
const io::path mediaPath = getExampleMediaPath();
scene::IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "coolguy_opt.x");
auto mesh_file = device->getFileSystem()->createAndOpenFile(mediaPath + "coolguy_opt.x");
check(mesh_file, "mesh file loading");
scene::IAnimatedMesh* mesh = smgr->getMesh(mesh_file);
check(mesh, "mesh loading");
if (mesh_file)
mesh_file->drop();
if (mesh)
{
video::ITexture* tex = driver->getTexture(mediaPath + "cooltexture.png");
@ -92,10 +100,12 @@ int main(int argc, char *argv[])
scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
if (node)
{
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->forEachMaterial([tex] (video::SMaterial &mat) {
mat.Lighting = false;
mat.setTexture(0, tex);
});
node->setFrameLoop(0, 29);
node->setAnimationSpeed(30);
node->setMaterialTexture(0, tex);
}
}

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@ -168,22 +168,32 @@ static void test_methods()
static void test_conv()
{
// assumes Unicode and UTF-8 locale
setlocale(LC_CTYPE, "");
// locale-independent
stringw out;
multibyteToWString(out, "†††");
utf8ToWString(out, "†††");
UASSERTEQ(out.size(), 3);
for (int i = 0; i < 3; i++)
UASSERTEQ(static_cast<u16>(out[i]), 0x2020);
stringc out2;
wStringToMultibyte(out2, L"†††");
wStringToUTF8(out2, L"†††");
UASSERTEQ(out2.size(), 9);
for (int i = 0; i < 3; i++) {
UASSERTEQ(static_cast<u8>(out2[3*i]), 0xe2);
UASSERTEQ(static_cast<u8>(out2[3*i+1]), 0x80);
UASSERTEQ(static_cast<u8>(out2[3*i+2]), 0xa0);
}
// locale-dependent
if (!setlocale(LC_CTYPE, "C.UTF-8"))
setlocale(LC_CTYPE, "UTF-8"); // macOS
stringw out3;
multibyteToWString(out3, "†††");
UASSERTEQ(out3.size(), 3);
for (int i = 0; i < 3; i++)
UASSERTEQ(static_cast<u16>(out3[i]), 0x2020);
}
void test_irr_string()

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@ -1,6 +1,3 @@
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(IRREXAMPLES
# removed
)

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@ -1,226 +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_INDEX_BUFFER_H_INCLUDED__
#define __C_INDEX_BUFFER_H_INCLUDED__
#include "IIndexBuffer.h"
namespace irr
{
namespace scene
{
class CIndexBuffer : public IIndexBuffer
{
class IIndexList
{
public:
virtual ~IIndexList(){};
virtual u32 stride() const =0;
virtual u32 size() const =0;
virtual void push_back(const u32 &element) =0;
virtual u32 operator [](u32 index) const =0;
virtual u32 getLast() =0;
virtual void setValue(u32 index, u32 value) =0;
virtual void set_used(u32 usedNow) =0;
virtual void reallocate(u32 new_size) =0;
virtual u32 allocated_size() const =0;
virtual void* pointer() =0;
virtual video::E_INDEX_TYPE getType() const =0;
};
template <class T>
class CSpecificIndexList : public IIndexList
{
public:
core::array<T> Indices;
u32 stride() const override {return sizeof(T);}
u32 size() const override {return Indices.size();}
void push_back(const u32 &element) override
{
// push const ref due to compiler problem with gcc 4.6, big endian
Indices.push_back((const T&)element);
}
u32 operator [](u32 index) const override
{
return (u32)(Indices[index]);
}
u32 getLast() override {return (u32)Indices.getLast();}
void setValue(u32 index, u32 value) override
{
Indices[index]=(T)value;
}
void set_used(u32 usedNow) override
{
Indices.set_used(usedNow);
}
void reallocate(u32 new_size) override
{
Indices.reallocate(new_size);
}
u32 allocated_size() const override
{
return Indices.allocated_size();
}
void* pointer() override {return Indices.pointer();}
video::E_INDEX_TYPE getType() const override
{
if (sizeof(T)==sizeof(u16))
return video::EIT_16BIT;
else
return video::EIT_32BIT;
}
};
public:
IIndexList *Indices;
CIndexBuffer(video::E_INDEX_TYPE IndexType) :Indices(0), MappingHint(EHM_NEVER), ChangedID(1)
{
setType(IndexType);
}
CIndexBuffer(const IIndexBuffer &IndexBufferCopy) :Indices(0), MappingHint(EHM_NEVER), ChangedID(1)
{
setType(IndexBufferCopy.getType());
reallocate(IndexBufferCopy.size());
for (u32 n=0;n<IndexBufferCopy.size();++n)
push_back(IndexBufferCopy[n]);
}
virtual ~CIndexBuffer()
{
delete Indices;
}
//virtual void setType(video::E_INDEX_TYPE IndexType);
void setType(video::E_INDEX_TYPE IndexType) override
{
IIndexList *NewIndices=0;
switch (IndexType)
{
case video::EIT_16BIT:
{
NewIndices=new CSpecificIndexList<u16>;
break;
}
case video::EIT_32BIT:
{
NewIndices=new CSpecificIndexList<u32>;
break;
}
}
if (Indices)
{
NewIndices->reallocate( Indices->size() );
for(u32 n=0;n<Indices->size();++n)
NewIndices->push_back((*Indices)[n]);
delete Indices;
}
Indices=NewIndices;
}
void* getData() override {return Indices->pointer();}
video::E_INDEX_TYPE getType() const override {return Indices->getType();}
u32 stride() const override {return Indices->stride();}
u32 size() const override
{
return Indices->size();
}
void push_back(const u32 &element) override
{
Indices->push_back(element);
}
u32 operator [](u32 index) const override
{
return (*Indices)[index];
}
u32 getLast() override
{
return Indices->getLast();
}
void setValue(u32 index, u32 value) override
{
Indices->setValue(index, value);
}
void set_used(u32 usedNow) override
{
Indices->set_used(usedNow);
}
void reallocate(u32 new_size) override
{
Indices->reallocate(new_size);
}
u32 allocated_size() const override
{
return Indices->allocated_size();
}
void* pointer() override
{
return Indices->pointer();
}
//! get the current hardware mapping hint
E_HARDWARE_MAPPING getHardwareMappingHint() const override
{
return MappingHint;
}
//! set the hardware mapping hint, for driver
void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) override
{
MappingHint=NewMappingHint;
}
//! flags the mesh as changed, reloads hardware buffers
void setDirty() override
{
++ChangedID;
}
//! Get the currently used ID for identification of changes.
/** This shouldn't be used for anything outside the VideoDriver. */
u32 getChangedID() const override {return ChangedID;}
E_HARDWARE_MAPPING MappingHint;
u32 ChangedID;
};
} // end namespace scene
} // end namespace irr
#endif

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@ -1,210 +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_VERTEX_BUFFER_H_INCLUDED__
#define __C_VERTEX_BUFFER_H_INCLUDED__
#include "IVertexBuffer.h"
namespace irr
{
namespace scene
{
class CVertexBuffer : public IVertexBuffer
{
class IVertexList
{
public:
virtual ~IVertexList(){};
virtual u32 stride() const =0;
virtual u32 size() const =0;
virtual void push_back (const video::S3DVertex &element) =0;
virtual video::S3DVertex& operator [](const u32 index) const =0;
virtual video::S3DVertex& getLast() =0;
virtual void set_used(u32 usedNow) =0;
virtual void reallocate(u32 new_size) =0;
virtual u32 allocated_size() const =0;
virtual video::S3DVertex* pointer() =0;
virtual video::E_VERTEX_TYPE getType() const =0;
};
template <class T>
class CSpecificVertexList : public IVertexList
{
public:
core::array<T> Vertices;
u32 stride() const override {return sizeof(T);}
u32 size() const override {return Vertices.size();}
void push_back (const video::S3DVertex &element) override
{Vertices.push_back((T&)element);}
video::S3DVertex& operator [](const u32 index) const override
{return (video::S3DVertex&)Vertices[index];}
video::S3DVertex& getLast() override
{return (video::S3DVertex&)Vertices.getLast();}
void set_used(u32 usedNow) override
{Vertices.set_used(usedNow);}
void reallocate(u32 new_size) override
{Vertices.reallocate(new_size);}
u32 allocated_size() const override
{
return Vertices.allocated_size();
}
video::S3DVertex* pointer() override {return Vertices.pointer();}
video::E_VERTEX_TYPE getType() const override {return T::getType();}
};
public:
IVertexList *Vertices;
CVertexBuffer(video::E_VERTEX_TYPE vertexType) : Vertices(0),
MappingHint(EHM_NEVER), ChangedID(1)
{
setType(vertexType);
}
CVertexBuffer(const IVertexBuffer &VertexBufferCopy) :
Vertices(0), MappingHint(EHM_NEVER),
ChangedID(1)
{
setType(VertexBufferCopy.getType());
reallocate(VertexBufferCopy.size());
for (u32 n=0;n<VertexBufferCopy.size();++n)
push_back(VertexBufferCopy[n]);
}
virtual ~CVertexBuffer()
{
delete Vertices;
}
void setType(video::E_VERTEX_TYPE vertexType) override
{
IVertexList *NewVertices=0;
switch (vertexType)
{
case video::EVT_STANDARD:
{
NewVertices=new CSpecificVertexList<video::S3DVertex>;
break;
}
case video::EVT_2TCOORDS:
{
NewVertices=new CSpecificVertexList<video::S3DVertex2TCoords>;
break;
}
case video::EVT_TANGENTS:
{
NewVertices=new CSpecificVertexList<video::S3DVertexTangents>;
break;
}
}
if (Vertices)
{
NewVertices->reallocate( Vertices->size() );
for(u32 n=0;n<Vertices->size();++n)
NewVertices->push_back((*Vertices)[n]);
delete Vertices;
}
Vertices=NewVertices;
}
void* getData() override {return Vertices->pointer();}
video::E_VERTEX_TYPE getType() const override {return Vertices->getType();}
u32 stride() const override {return Vertices->stride();}
u32 size() const override
{
return Vertices->size();
}
void push_back (const video::S3DVertex &element) override
{
Vertices->push_back(element);
}
video::S3DVertex& operator [](const u32 index) const override
{
return (*Vertices)[index];
}
video::S3DVertex& getLast() override
{
return Vertices->getLast();
}
void set_used(u32 usedNow) override
{
Vertices->set_used(usedNow);
}
void reallocate(u32 new_size) override
{
Vertices->reallocate(new_size);
}
u32 allocated_size() const override
{
return Vertices->allocated_size();
}
video::S3DVertex* pointer() override
{
return Vertices->pointer();
}
//! get the current hardware mapping hint
E_HARDWARE_MAPPING getHardwareMappingHint() const override
{
return MappingHint;
}
//! set the hardware mapping hint, for driver
void setHardwareMappingHint( E_HARDWARE_MAPPING NewMappingHint ) override
{
MappingHint=NewMappingHint;
}
//! flags the mesh as changed, reloads hardware buffers
void setDirty() override
{
++ChangedID;
}
//! Get the currently used ID for identification of changes.
/** This shouldn't be used for anything outside the VideoDriver. */
u32 getChangedID() const override {return ChangedID;}
E_HARDWARE_MAPPING MappingHint;
u32 ChangedID;
};
} // end namespace scene
} // end namespace irr
#endif

View File

@ -28,9 +28,6 @@ namespace scene
//! Overlays Mesh Wireframe
EDS_MESH_WIRE_OVERLAY = 8,
//! Temporary use transparency Material Type
EDS_HALF_TRANSPARENCY = 16,
//! Show Bounding Boxes of all MeshBuffers
EDS_BBOX_BUFFERS = 32,

View File

@ -25,13 +25,9 @@ namespace irr
/** This device uses Apple's Cocoa API and works in Mac OSX 10.2 and above. */
EIDT_OSX,
//! A device native to the iOS
/** This device should be used with the OpenGL-ES driver. */
EIDT_IOS,
//! A device which uses Simple DirectMedia Layer
/** The SDL device works under all platforms supported by SDL but first must be compiled
in by defining the _IRR_COMPILE_WITH_SDL_DEVICE_ macro in IrrCompileConfig.h */
in by setting the USE_SDL2 CMake option to ON */
EIDT_SDL,
//! This selection allows Irrlicht to choose the best device from the ones available.

View File

@ -121,21 +121,6 @@ namespace video
//! Support for texture coord transformation via texture matrix
EVDF_TEXTURE_MATRIX,
//! Support for DXTn compressed textures.
EVDF_TEXTURE_COMPRESSED_DXT,
//! Support for PVRTC compressed textures.
EVDF_TEXTURE_COMPRESSED_PVRTC,
//! Support for PVRTC2 compressed textures.
EVDF_TEXTURE_COMPRESSED_PVRTC2,
//! Support for ETC1 compressed textures.
EVDF_TEXTURE_COMPRESSED_ETC1,
//! Support for ETC2 compressed textures.
EVDF_TEXTURE_COMPRESSED_ETC2,
//! Support for cube map textures.
EVDF_TEXTURE_CUBEMAP,

View File

@ -20,33 +20,6 @@ namespace video
render and display any graphics. */
EDT_NULL,
//! The Irrlicht Engine Software renderer.
/** Runs on all platforms, with every hardware. It should only
be used for 2d graphics, but it can also perform some primitive
3d functions. These 3d drawing functions are quite fast, but
very inaccurate, and don't even support clipping in 3D mode. */
EDT_SOFTWARE,
//! The Burning's Software Renderer, an alternative software renderer
/** Basically it can be described as the Irrlicht Software
renderer on steroids. It rasterizes 3D geometry perfectly: It
is able to perform correct 3d clipping, perspective correct
texture mapping, perspective correct color mapping, and renders
sub pixel correct, sub texel correct primitives. In addition,
it does bilinear texel filtering and supports more materials
than the EDT_SOFTWARE driver. This renderer has been written
entirely by Thomas Alten, thanks a lot for this huge
contribution. */
EDT_BURNINGSVIDEO,
//! Direct3D8 device is longer supported in Irrlicht. You have to go back to Irrlicht 1.8 if you still need that.
DEPRECATED_EDT_DIRECT3D8_NO_LONGER_EXISTS, // keep enum to avoid breaking enumeration order (might be used in ini-files, serialization, etc)
//! Direct3D 9 device, only available on Win32 platforms.
/** Performs hardware accelerated rendering of 3D and 2D
primitives. */
EDT_DIRECT3D9,
//! OpenGL device, available on most platforms.
/** Performs hardware accelerated rendering of 3D and 2D
primitives. */
@ -62,38 +35,12 @@ namespace video
//! WebGL1 friendly subset of OpenGL-ES 2.x driver for Emscripten
EDT_WEBGL1,
EDT_OPENGL3,
//! No driver, just for counting the elements
EDT_COUNT
};
const c8* const DRIVER_TYPE_NAMES[] =
{
"NullDriver",
"Software Renderer",
"Burning's Video",
"Direct3D 8.1",
"Direct3D 9.0c",
"OpenGL 1.x/2.x/3.x",
"OpenGL ES1",
"OpenGL ES2",
"WebGL 1",
0
};
const c8* const DRIVER_TYPE_NAMES_SHORT[] =
{
"null",
"software",
"burning",
"d3d8",
"d3d9",
"opengl",
"ogles1",
"ogles2",
"webgl1",
0
};
} // end namespace video
} // end namespace irr

View File

@ -1,101 +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_MATERIAL_FLAGS_H_INCLUDED__
#define __E_MATERIAL_FLAGS_H_INCLUDED__
namespace irr
{
namespace video
{
//! Material flags
enum E_MATERIAL_FLAG
{
//! Draw as wireframe or filled triangles? Default: false
EMF_WIREFRAME = 0x1,
//! Draw as point cloud or filled triangles? Default: false
EMF_POINTCLOUD = 0x2,
//! Flat or Gouraud shading? Default: true
EMF_GOURAUD_SHADING = 0x4,
//! Will this material be lighted? Default: true
EMF_LIGHTING = 0x8,
//! Is the ZBuffer enabled? Default: true
EMF_ZBUFFER = 0x10,
//! May be written to the zbuffer or is it readonly. Default: true
/** This flag is ignored, if the material type is a transparent type. */
EMF_ZWRITE_ENABLE = 0x20,
//! Is backface culling enabled? Default: true
EMF_BACK_FACE_CULLING = 0x40,
//! Is frontface culling enabled? Default: false
/** Overrides EMF_BACK_FACE_CULLING if both are enabled. */
EMF_FRONT_FACE_CULLING = 0x80,
//! Is bilinear filtering enabled? Default: true
EMF_BILINEAR_FILTER = 0x100,
//! Is trilinear filtering enabled? Default: false
/** If the trilinear filter flag is enabled,
the bilinear filtering flag is ignored. */
EMF_TRILINEAR_FILTER = 0x200,
//! Is anisotropic filtering? Default: false
/** In Irrlicht you can use anisotropic texture filtering in
conjunction with bilinear or trilinear texture filtering
to improve rendering results. Primitives will look less
blurry with this flag switched on. */
EMF_ANISOTROPIC_FILTER = 0x400,
//! Is fog enabled? Default: false
EMF_FOG_ENABLE = 0x800,
//! Normalizes normals. Default: false
/** You can enable this if you need to scale a dynamic lighted
model. Usually, its normals will get scaled too then and it
will get darker. If you enable the EMF_NORMALIZE_NORMALS flag,
the normals will be normalized again, and the model will look
as bright as it should. */
EMF_NORMALIZE_NORMALS = 0x1000,
//! Access to all layers texture wrap settings. Overwrites separate layer settings.
/** Note that if you want to change TextureWrapU, TextureWrapV, TextureWrapW
independently, then you can't work with this flag, but will have to set the variables
directly. */
EMF_TEXTURE_WRAP = 0x2000,
//! AntiAliasing mode
EMF_ANTI_ALIASING = 0x4000,
//! ColorMask bits, for enabling the color planes
EMF_COLOR_MASK = 0x8000,
//! ColorMaterial enum for vertex color interpretation
EMF_COLOR_MATERIAL = 0x10000,
//! Flag for enabling/disabling mipmap usage
EMF_USE_MIP_MAPS = 0x20000,
//! Flag for blend operation
EMF_BLEND_OPERATION = 0x40000,
//! Flag for polygon offset
EMF_POLYGON_OFFSET = 0x80000,
//! Flag for blend factor
EMF_BLEND_FACTOR = 0x160000
};
} // end namespace video
} // end namespace irr
#endif // __E_MATERIAL_FLAGS_H_INCLUDED__

87
include/EMaterialProps.h Normal file
View File

@ -0,0 +1,87 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_MATERIAL_PROPS_H_INCLUDED__
#define __E_MATERIAL_PROPS_H_INCLUDED__
namespace irr
{
namespace video
{
//! Material properties
enum E_MATERIAL_PROP
{
//! Corresponds to SMaterial::Wireframe.
EMP_WIREFRAME = 0x1,
//! Corresponds to SMaterial::PointCloud.
EMP_POINTCLOUD = 0x2,
//! Corresponds to SMaterial::GouraudShading.
EMP_GOURAUD_SHADING = 0x4,
//! Corresponds to SMaterial::Lighting.
EMP_LIGHTING = 0x8,
//! Corresponds to SMaterial::ZBuffer.
EMP_ZBUFFER = 0x10,
//! Corresponds to SMaterial::ZWriteEnable.
EMP_ZWRITE_ENABLE = 0x20,
//! Corresponds to SMaterial::BackfaceCulling.
EMP_BACK_FACE_CULLING = 0x40,
//! Corresponds to SMaterial::FrontfaceCulling.
EMP_FRONT_FACE_CULLING = 0x80,
//! Corresponds to SMaterialLayer::MinFilter.
EMP_MIN_FILTER = 0x100,
//! Corresponds to SMaterialLayer::MagFilter.
EMP_MAG_FILTER = 0x200,
//! Corresponds to SMaterialLayer::AnisotropicFilter.
EMP_ANISOTROPIC_FILTER = 0x400,
//! Corresponds to SMaterial::FogEnable.
EMP_FOG_ENABLE = 0x800,
//! Corresponds to SMaterial::NormalizeNormals.
EMP_NORMALIZE_NORMALS = 0x1000,
//! Corresponds to SMaterialLayer::TextureWrapU, TextureWrapV and
//! TextureWrapW.
EMP_TEXTURE_WRAP = 0x2000,
//! Corresponds to SMaterial::AntiAliasing.
EMP_ANTI_ALIASING = 0x4000,
//! Corresponds to SMaterial::ColorMask.
EMP_COLOR_MASK = 0x8000,
//! Corresponds to SMaterial::ColorMaterial.
EMP_COLOR_MATERIAL = 0x10000,
//! Corresponds to SMaterial::UseMipMaps.
EMP_USE_MIP_MAPS = 0x20000,
//! Corresponds to SMaterial::BlendOperation.
EMP_BLEND_OPERATION = 0x40000,
//! Corresponds to SMaterial::PolygonOffsetFactor, PolygonOffsetDirection,
//! PolygonOffsetDepthBias and PolygonOffsetSlopeScale.
EMP_POLYGON_OFFSET = 0x80000,
//! Corresponds to SMaterial::BlendFactor.
EMP_BLEND_FACTOR = 0x100000,
};
} // end namespace video
} // end namespace irr
#endif // __E_MATERIAL_PROPS_H_INCLUDED__

View File

@ -18,75 +18,6 @@ namespace video
diffuse material. */
EMT_SOLID = 0,
//! Solid material with 2 texture layers.
/** The second is blended onto the first using the alpha value
of the vertex colors. This material is currently not implemented in OpenGL.
*/
EMT_SOLID_2_LAYER,
//! Material type with standard lightmap technique
/** There should be 2 textures: The first texture layer is a
diffuse map, the second is a light map. Dynamic light is
ignored. */
EMT_LIGHTMAP,
//! Material type with lightmap technique like EMT_LIGHTMAP.
/** But lightmap and diffuse texture are added instead of modulated. */
EMT_LIGHTMAP_ADD,
//! Material type with standard lightmap technique
/** There should be 2 textures: The first texture layer is a
diffuse map, the second is a light map. Dynamic light is
ignored. The texture colors are effectively multiplied by 2
for brightening. Like known in DirectX as D3DTOP_MODULATE2X. */
EMT_LIGHTMAP_M2,
//! Material type with standard lightmap technique
/** There should be 2 textures: The first texture layer is a
diffuse map, the second is a light map. Dynamic light is
ignored. The texture colors are effectively multiplied by 4
for brightening. Like known in DirectX as D3DTOP_MODULATE4X. */
EMT_LIGHTMAP_M4,
//! Like EMT_LIGHTMAP, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING,
//! Like EMT_LIGHTMAP_M2, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING_M2,
//! Like EMT_LIGHTMAP_M4, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING_M4,
//! Detail mapped material.
/** The first texture is diffuse color map, the second is added
to this and usually displayed with a bigger scale value so that
it adds more detail. The detail map is added to the diffuse map
using ADD_SIGNED, so that it is possible to add and subtract
color from the diffuse map. For example a value of
(127,127,127) will not change the appearance of the diffuse map
at all. Often used for terrain rendering. */
EMT_DETAIL_MAP,
//! Look like a reflection of the environment around it.
/** To make this possible, a texture called 'sphere map' is
used, which must be set as the first texture. */
EMT_SPHERE_MAP,
//! A reflecting material with an optional non reflecting texture layer.
/** The reflection map should be set as first texture. */
EMT_REFLECTION_2_LAYER,
//! A transparent material.
/** Only the first texture is used. The new color is calculated
by simply adding the source color and the dest color. This
means if for example a billboard using a texture with black
background and a red circle on it is drawn with this material,
the result is that only the red circle will be drawn a little
bit transparent, and everything which was black is 100%
transparent and not visible. This material type is useful for
particle effects. */
EMT_TRANSPARENT_ADD_COLOR,
//! Makes the material transparent based on the texture alpha channel.
/** The final color is blended together from the destination
color and the texture color, using the alpha channel value as
@ -115,12 +46,6 @@ namespace video
//! Makes the material transparent based on the vertex alpha value.
EMT_TRANSPARENT_VERTEX_ALPHA,
//! A transparent reflecting material with an optional additional non reflecting texture layer.
/** The reflection map should be set as first texture. The
transparency depends on the alpha value in the vertex colors. A
texture which will not reflect can be set as second texture.*/
EMT_TRANSPARENT_REFLECTION_2_LAYER,
//! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
/** Using only first texture. Generic blending method.
The blend function is set to SMaterial::MaterialTypeParam with
@ -135,22 +60,9 @@ namespace video
const char* const sBuiltInMaterialTypeNames[] =
{
"solid",
"solid_2layer",
"lightmap",
"lightmap_add",
"lightmap_m2",
"lightmap_m4",
"lightmap_light",
"lightmap_light_m2",
"lightmap_light_m4",
"detail_map",
"sphere_map",
"reflection_2layer",
"trans_add",
"trans_alphach",
"trans_alphach_ref",
"trans_vertex_alpha",
"trans_reflection_2layer",
"onetexture_blend",
0
};

View File

@ -36,20 +36,6 @@ namespace scene
//! Explicitly set all vertices for each triangle.
EPT_TRIANGLES,
//! After the first two vertices each further two vertices create a quad with the preceding two.
//! Not supported by Direct3D
EPT_QUAD_STRIP,
//! Every four vertices create a quad.
//! Not supported by Direct3D
//! Deprecated with newer OpenGL drivers
EPT_QUADS,
//! Just as LINE_LOOP, but filled.
//! Not supported by Direct3D
//! Deprecated with newer OpenGL drivers
EPT_POLYGON,
//! The single vertices are expanded to quad billboards on the GPU.
EPT_POINT_SPRITES
};

View File

@ -59,10 +59,6 @@ namespace scene
IBoneSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1) :
ISceneNode(parent, mgr, id),positionHint(-1),scaleHint(-1),rotationHint(-1) { }
//! Get the name of the bone
/** \deprecated Use getName instead. This method may be removed by Irrlicht 1.9 */
_IRR_DEPRECATED_ virtual const c8* getBoneName() const { return getName(); }
//! Get the index of the bone
virtual u32 getBoneIndex() const = 0;

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_I_CONTEXT_MANAGER_H_INCLUDED__
#define __IRR_I_CONTEXT_MANAGER_H_INCLUDED__
#pragma once
#include "SExposedVideoData.h"
#include "SIrrCreationParameters.h"
@ -60,4 +59,3 @@ namespace video
} // end namespace irr
#endif

View File

@ -26,7 +26,7 @@ namespace gui
ECI_HELP, // Arrow and question mark
ECI_IBEAM, // typical text-selection cursor
ECI_NO, // should not click icon
ECI_WAIT, // hourclass
ECI_WAIT, // hourglass
ECI_SIZEALL, // arrow in all directions
ECI_SIZENESW, // resizes in direction north-east or south-west
ECI_SIZENWSE, // resizes in direction north-west or south-east

View File

@ -263,6 +263,10 @@ namespace irr
//! A checkbox has changed its check state.
EGET_CHECKBOX_CHANGED,
//! A listbox would like to open.
/** You can prevent the listbox from opening by absorbing the event. */
EGET_LISTBOX_OPENED,
//! A new item in a listbox was selected.
/** NOTE: You also get this event currently when the same item was clicked again after more than 500 ms. */
EGET_LISTBOX_CHANGED,
@ -452,10 +456,10 @@ struct SEvent
/** Unlike other events, joystick events represent the result of polling
* each connected joystick once per run() of the device. Joystick events will
* not be generated by default. If joystick support is available for the
* active device, _IRR_COMPILE_WITH_JOYSTICK_EVENTS_ is defined, and
* @ref irr::IrrlichtDevice::activateJoysticks() has been called, an event of
* this type will be generated once per joystick per @ref IrrlichtDevice::run()
* regardless of whether the state of the joystick has actually changed. */
* active device, and @ref irr::IrrlichtDevice::activateJoysticks() has been
* called, an event of this type will be generated once per joystick per
* @ref IrrlichtDevice::run() regardless of whether the state of the joystick
* has actually changed. */
struct SJoystickEvent
{
enum

View File

@ -210,58 +210,6 @@ public:
\return A pointer to the specified loader, 0 if the index is incorrect. */
virtual IArchiveLoader* getArchiveLoader(u32 index) const = 0;
//! Adds a zip archive to the file system.
/** \deprecated This function is provided for compatibility
with older versions of Irrlicht and may be removed in Irrlicht 1.9,
you should use addFileArchive instead.
After calling this, the Irrlicht Engine will search and open files directly from this archive too.
This is useful for hiding data from the end user, speeding up file access and making it possible to
access for example Quake3 .pk3 files, which are no different than .zip files.
\param filename: Filename of the zip archive to add to the file system.
\param ignoreCase: If set to true, files in the archive can be accessed without
writing all letters in the right case.
\param ignorePaths: If set to true, files in the added archive can be accessed
without its complete path.
\return True if the archive was added successfully, false if not. */
_IRR_DEPRECATED_ virtual bool addZipFileArchive(const c8* filename, bool ignoreCase=true, bool ignorePaths=true)
{
return addFileArchive(filename, ignoreCase, ignorePaths, EFAT_ZIP);
}
//! Adds an unzipped archive (or basedirectory with subdirectories..) to the file system.
/** \deprecated This function is provided for compatibility
with older versions of Irrlicht and may be removed in Irrlicht 1.9,
you should use addFileArchive instead.
Useful for handling data which will be in a zip file
\param filename: Filename of the unzipped zip archive base directory to add to the file system.
\param ignoreCase: If set to true, files in the archive can be accessed without
writing all letters in the right case.
\param ignorePaths: If set to true, files in the added archive can be accessed
without its complete path.
\return True if the archive was added successful, false if not. */
_IRR_DEPRECATED_ virtual bool addFolderFileArchive(const c8* filename, bool ignoreCase=true, bool ignorePaths=true)
{
return addFileArchive(filename, ignoreCase, ignorePaths, EFAT_FOLDER);
}
//! Adds a pak archive to the file system.
/** \deprecated This function is provided for compatibility
with older versions of Irrlicht and may be removed in Irrlicht 1.9,
you should use addFileArchive instead.
After calling this, the Irrlicht Engine will search and open files directly from this archive too.
This is useful for hiding data from the end user, speeding up file access and making it possible to
access for example Quake2/KingPin/Hexen2 .pak files
\param filename: Filename of the pak archive to add to the file system.
\param ignoreCase: If set to true, files in the archive can be accessed without
writing all letters in the right case.
\param ignorePaths: If set to true, files in the added archive can be accessed
without its complete path.(should not use with Quake2 paks
\return True if the archive was added successful, false if not. */
_IRR_DEPRECATED_ virtual bool addPakFileArchive(const c8* filename, bool ignoreCase=true, bool ignorePaths=true)
{
return addFileArchive(filename, ignoreCase, ignorePaths, EFAT_PAK);
}
//! Get the current working directory.
/** \return Current working directory as a string. */
virtual const path& getWorkingDirectory() =0;

View File

@ -52,11 +52,15 @@ namespace gui
//! Sets the selected item. Set this to -1 if no item should be selected
virtual void setSelected(s32 idx) = 0;
//! Sets the selected item and emits a change event.
/** Set this to -1 if no item should be selected */
virtual void setAndSendSelected(s32 idx) = 0;
//! Sets text justification of the text area
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
EGUIA_LOWEERRIGHT for right justified, or EGUIA_CENTER for centered text.
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
\param vertical: EGUIA_UPPERLEFT to align with top edge,
EGUIA_LOWEERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
//! Set the maximal number of rows for the selection listbox

View File

@ -433,7 +433,7 @@ public:
if (el)
{
// find the highest element number
el->getNextElement(-1, true, IsTabGroup, first, closest, true);
el->getNextElement(-1, true, IsTabGroup, first, closest, true, true);
if (first)
{
TabOrder = first->getTabOrder() + 1;
@ -706,7 +706,7 @@ public:
}
}
// search within children
if ((*it)->getNextElement(startOrder, reverse, group, first, closest))
if ((*it)->getNextElement(startOrder, reverse, group, first, closest, includeInvisible, includeDisabled))
{
return true;
}

View File

@ -88,9 +88,9 @@ namespace gui
//! Sets text justification mode
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
EGUIA_LOWEERRIGHT for right justified, or EGUIA_CENTER for centered text.
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
\param vertical: EGUIA_UPPERLEFT to align with top edge (default),
EGUIA_LOWEERRIGHT for bottom edge, or EGUIA_CENTER for centered text. */
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text. */
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
//! Enables or disables word wrap for using the static text as multiline text control.

View File

@ -129,15 +129,6 @@ namespace gui
IGUITab(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
: IGUIElement(EGUIET_TAB, environment, parent, id, rectangle) {}
//! Returns zero based index of tab if in tabcontrol.
/** \deprecated Deprecated in 1.9, use IGUITabControl::getTabIndex instead*/
_IRR_DEPRECATED_ virtual s32 getNumber() const
{
if (Parent && Parent->getType() == EGUIET_TAB_CONTROL)
return static_cast<IGUITabControl*>(Parent)->getTabIndex(this);
return -1;
}
//! sets if the tab should draw its background
virtual void setDrawBackground(bool draw=true) = 0;

View File

@ -183,24 +183,6 @@ public:
return Data;
}
//! Lock function. Use this to get a pointer to the image data.
/** Use getData instead.
\return Pointer to the image data. What type of data is pointed to
depends on the color format of the image. For example if the color
format is ECF_A8R8G8B8, it is of u32. Be sure to call unlock() after
you don't need the pointer any more. */
_IRR_DEPRECATED_ void* lock()
{
return getData();
}
//! Unlock function.
/** Should be called after the pointer received by lock() is not
needed anymore. */
_IRR_DEPRECATED_ void unlock()
{
}
//! Get the mipmap size for this image for a certain mipmap level
/** level 0 will be full image size. Every further level is half the size.
Doesn't care if the image actually has mipmaps, just which size would be needed. */
@ -329,6 +311,12 @@ public:
//! Sets a pixel
virtual void setPixel(u32 x, u32 y, const SColor &color, bool blend = false ) = 0;
//! Copies this surface into another, if it has the exact same size and format.
/** NOTE: mipmaps are ignored
\return True if it was copied, false otherwise.
*/
virtual bool copyToNoScaling(void *target, u32 width, u32 height, ECOLOR_FORMAT format=ECF_A8R8G8B8, u32 pitch=0) const = 0;
//! Copies the image into the target, scaling the image to fit
/** NOTE: mipmaps are ignored */
virtual void copyToScaling(void* target, u32 width, u32 height, ECOLOR_FORMAT format=ECF_A8R8G8B8, u32 pitch=0) =0;
@ -361,19 +349,6 @@ public:
//! fills the surface with given color
virtual void fill(const SColor &color) =0;
//! Inform whether the image is compressed
_IRR_DEPRECATED_ bool isCompressed() const
{
return IImage::isCompressedFormat(Format);
}
//! Check whether the image has MipMaps
/** \return True if image has MipMaps, else false. */
_IRR_DEPRECATED_ bool hasMipMaps() const
{
return (getMipMapsData() != 0);
}
//! get the amount of Bits per Pixel of the given color format
static u32 getBitsPerPixelFromFormat(const ECOLOR_FORMAT format)
{
@ -387,28 +362,6 @@ public:
return 24;
case ECF_A8R8G8B8:
return 32;
case ECF_DXT1:
return 16;
case ECF_DXT2:
case ECF_DXT3:
case ECF_DXT4:
case ECF_DXT5:
return 32;
case ECF_PVRTC_RGB2:
return 12;
case ECF_PVRTC_ARGB2:
case ECF_PVRTC2_ARGB2:
return 16;
case ECF_PVRTC_RGB4:
return 24;
case ECF_PVRTC_ARGB4:
case ECF_PVRTC2_ARGB4:
return 32;
case ECF_ETC1:
case ECF_ETC2_RGB:
return 24;
case ECF_ETC2_ARGB:
return 32;
case ECF_D16:
return 16;
case ECF_D32:
@ -443,75 +396,18 @@ public:
//! calculate image data size in bytes for selected format, width and height.
static u32 getDataSizeFromFormat(ECOLOR_FORMAT format, u32 width, u32 height)
{
u32 imageSize = 0;
switch (format)
{
case ECF_DXT1:
imageSize = ((width + 3) / 4) * ((height + 3) / 4) * 8;
break;
case ECF_DXT2:
case ECF_DXT3:
case ECF_DXT4:
case ECF_DXT5:
imageSize = ((width + 3) / 4) * ((height + 3) / 4) * 16;
break;
case ECF_PVRTC_RGB2:
case ECF_PVRTC_ARGB2:
imageSize = (core::max_<u32>(width, 16) * core::max_<u32>(height, 8) * 2 + 7) / 8;
break;
case ECF_PVRTC_RGB4:
case ECF_PVRTC_ARGB4:
imageSize = (core::max_<u32>(width, 8) * core::max_<u32>(height, 8) * 4 + 7) / 8;
break;
case ECF_PVRTC2_ARGB2:
imageSize = core::ceil32(width / 8.0f) * core::ceil32(height / 4.0f) * 8;
break;
case ECF_PVRTC2_ARGB4:
case ECF_ETC1:
case ECF_ETC2_RGB:
imageSize = core::ceil32(width / 4.0f) * core::ceil32(height / 4.0f) * 8;
break;
case ECF_ETC2_ARGB:
imageSize = core::ceil32(width / 4.0f) * core::ceil32(height / 4.0f) * 16;
break;
default: // uncompressed formats
imageSize = getBitsPerPixelFromFormat(format) / 8 * width;
// non-compressed formats
u32 imageSize = getBitsPerPixelFromFormat(format) / 8 * width;
imageSize *= height;
break;
}
return imageSize;
}
// Define to check for all compressed image formats cases in a switch
#define IRR_CASE_IIMAGE_COMPRESSED_FORMAT\
case ECF_DXT1:\
case ECF_DXT2:\
case ECF_DXT3:\
case ECF_DXT4:\
case ECF_DXT5:\
case ECF_PVRTC_RGB2:\
case ECF_PVRTC_ARGB2:\
case ECF_PVRTC2_ARGB2:\
case ECF_PVRTC_RGB4:\
case ECF_PVRTC_ARGB4:\
case ECF_PVRTC2_ARGB4:\
case ECF_ETC1:\
case ECF_ETC2_RGB:\
case ECF_ETC2_ARGB:
//! check if this is compressed color format
static bool isCompressedFormat(const ECOLOR_FORMAT format)
{
switch(format)
{
IRR_CASE_IIMAGE_COMPRESSED_FORMAT
return true;
default:
return false;
}
}
//! check if the color format is only viable for depth/stencil textures
static bool isDepthFormat(const ECOLOR_FORMAT format)
@ -548,22 +444,6 @@ public:
return false;
}
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
static bool isRenderTargetOnlyFormat(const ECOLOR_FORMAT format)
{
switch (format)
{
case ECF_A1R5G5B5:
case ECF_R5G6B5:
case ECF_R8G8B8:
case ECF_A8R8G8B8:
return false;
default:
return true;
}
}
#endif
protected:
ECOLOR_FORMAT Format;
core::dimension2d<u32> Size;

View File

@ -45,17 +45,6 @@ public:
/** \param file File handle to check.
\return Pointer to newly created image, or 0 upon error. */
virtual IImage* loadImage(io::IReadFile* file) const = 0;
//! Creates a multiple surfaces from the file eg. whole cube map.
/** \param file File handle to check.
\param type Pointer to E_TEXTURE_TYPE where a recommended type of the texture will be stored.
\return Array of pointers to newly created images. */
virtual core::array<IImage*> loadImages(io::IReadFile* file, E_TEXTURE_TYPE* type) const
{
core::array<IImage*> image;
return image;
}
};

View File

@ -19,7 +19,7 @@ enum ELOG_LEVEL
//! Used for printing information helpful in debugging
ELL_DEBUG,
//! Useful information to print. For example hardware infos or something started/stopped.
//! Useful information to print. For example hardware info or something started/stopped.
ELL_INFORMATION,
//! Warnings that something isn't as expected and can cause oddities

View File

@ -38,30 +38,11 @@ public:
const SMaterial& lastMaterial,
bool resetAllRenderstates) = 0;
//! Return an index constant for the vertex shader based on a name.
//! Return an index constant for the vertex shader based on a uniform variable name.
virtual s32 getVertexShaderConstantID(const c8* name) = 0;
//! Sets a constant for the vertex shader based on a name.
/** This can be used if you used a high level shader language like GLSL
or HLSL to create a shader. Example: If you created a shader which has
variables named 'mWorldViewProj' (containing the WorldViewProjection
matrix) and another one named 'fTime' containing one float, you can set
them in your IShaderConstantSetCallBack derived class like this:
\code
virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
f32 time = (f32)os::Timer::getTime()/100000.0f;
services->setVertexShaderConstant("fTime", &time, 1);
core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
}
\endcode
\param index Index of the variable
//! Sets a value for a vertex shader uniform variable.
/** \param index Index of the variable (as received from getVertexShaderConstantID)
\param floats Pointer to array of floats
\param count Amount of floats in array.
\return True if successful.
@ -85,14 +66,14 @@ public:
\param constantAmount: Amount of registers to be set. One register consists of 4 floats. */
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
//! Return an index constant for the pixel shader based on a name.
//! Return an index constant for the pixel shader for the given uniform variable name
virtual s32 getPixelShaderConstantID(const c8* name) = 0;
//! Sets a constant for the pixel shader based on a name.
//! Sets a value for the given pixel shader uniform variable
/** This can be used if you used a high level shader language like GLSL
or HLSL to create a shader. See setVertexShaderConstant() for an
example on how to use this.
\param index Index of the variable
\param index Index of the variable (as received from getPixelShaderConstantID)
\param floats Pointer to array of floats
\param count Amount of floats in array.
\return True if successful. */
@ -115,30 +96,6 @@ public:
\param constantAmount Amount of registers to be set. One register consists of 4 floats. */
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
//! \deprecated. This method may be removed by Irrlicht 2.0
_IRR_DEPRECATED_ bool setVertexShaderConstant(const c8* name, const f32* floats, int count)
{
return setVertexShaderConstant(getVertexShaderConstantID(name), floats, count);
}
//! \deprecated. This method may be removed by Irrlicht 2.0
_IRR_DEPRECATED_ bool setVertexShaderConstant(const c8* name, const s32* ints, int count)
{
return setVertexShaderConstant(getVertexShaderConstantID(name), ints, count);
}
//! \deprecated. This method may be removed by Irrlicht 2.0
_IRR_DEPRECATED_ bool setPixelShaderConstant(const c8* name, const f32* floats, int count)
{
return setPixelShaderConstant(getPixelShaderConstantID(name), floats, count);
}
//! \deprecated. This method may be removed by Irrlicht 2.0
_IRR_DEPRECATED_ bool setPixelShaderConstant(const c8* name, const s32* ints, int count)
{
return setPixelShaderConstant(getPixelShaderConstantID(name), ints, count);
}
//! Get pointer to the IVideoDriver interface
/** \return Pointer to the IVideoDriver interface */
virtual IVideoDriver* getVideoDriver() = 0;

View File

@ -97,11 +97,6 @@ namespace scene
/** \param box New bounding box to use for the mesh. */
virtual void setBoundingBox( const core::aabbox3df& box) = 0;
//! Sets a flag of all contained materials to a new value.
/** \param flag: Flag to set in all materials.
\param newvalue: New value to set in all materials. */
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) = 0;
//! Set the hardware mapping hint
/** This methods allows to define optimization hints for the
hardware. This enables, e.g., the use of hardware buffers on

View File

@ -172,9 +172,6 @@ namespace scene
case scene::EPT_TRIANGLE_STRIP: return (indexCount-2);
case scene::EPT_TRIANGLE_FAN: return (indexCount-2);
case scene::EPT_TRIANGLES: return indexCount/3;
case scene::EPT_QUAD_STRIP: return (indexCount-2)/2;
case scene::EPT_QUADS: return indexCount/4;
case scene::EPT_POLYGON: return indexCount; // (not really primitives, that would be 1, works like line_strip)
case scene::EPT_POINT_SPRITES: return indexCount;
}
return 0;

View File

@ -78,46 +78,6 @@ namespace scene
number. */
virtual IAnimatedMesh* getMeshByIndex(u32 index) = 0;
//! Returns a mesh based on its name (often a filename).
/** \deprecated Use getMeshByName() instead. This method may be removed by
Irrlicht 1.9 */
_IRR_DEPRECATED_ IAnimatedMesh* getMeshByFilename(const io::path& filename)
{
return getMeshByName(filename);
}
//! Get the name of a loaded mesh, based on its index. (Name is often identical to the filename).
/** \deprecated Use getMeshName() instead. This method may be removed by
Irrlicht 1.9 */
_IRR_DEPRECATED_ const io::path& getMeshFilename(u32 index) const
{
return getMeshName(index).getInternalName();
}
//! Get the name of a loaded mesh, if there is any. (Name is often identical to the filename).
/** \deprecated Use getMeshName() instead. This method may be removed by
Irrlicht 1.9 */
_IRR_DEPRECATED_ const io::path& getMeshFilename(const IMesh* const mesh) const
{
return getMeshName(mesh).getInternalName();
}
//! Renames a loaded mesh.
/** \deprecated Use renameMesh() instead. This method may be removed by
Irrlicht 1.9 */
_IRR_DEPRECATED_ bool setMeshFilename(u32 index, const io::path& filename)
{
return renameMesh(index, filename);
}
//! Renames a loaded mesh.
/** \deprecated Use renameMesh() instead. This method may be removed by
Irrlicht 1.9 */
_IRR_DEPRECATED_ bool setMeshFilename(const IMesh* const mesh, const io::path& filename)
{
return renameMesh(mesh, filename);
}
//! Returns a mesh based on its name.
/** \param name Name of the mesh. Usually a filename.
\return Pointer to the mesh or 0 if there is none with this number. */

View File

@ -2,9 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_I_MESH_WRITER_H_INCLUDED__
#define __IRR_I_MESH_WRITER_H_INCLUDED__
#pragma once
#include "IReferenceCounted.h"
#include "EMeshWriterEnums.h"
@ -54,5 +52,4 @@ namespace scene
} // end namespace
} // end namespace
#endif

View File

@ -11,27 +11,31 @@
namespace irr
{
//! The Operating system operator provides operation system specific methods and information.
//! The OSOperator provides OS-specific methods and information.
class IOSOperator : public virtual IReferenceCounted
{
public:
//! Get the current operation system version as string.
//! Get the current OS version as string.
virtual const core::stringc& getOperatingSystemVersion() const = 0;
//! Get the current operation system version as string.
/** \deprecated Use getOperatingSystemVersion instead. This method will be removed in Irrlicht 1.9. */
_IRR_DEPRECATED_ const wchar_t* getOperationSystemVersion() const
{
return core::stringw(getOperatingSystemVersion()).c_str();
}
//! Copies text to the clipboard
//! \param text: text in utf-8
virtual void copyToClipboard(const c8* text) const = 0;
//! Copies text to the primary selection
//! This is a no-op on some platforms.
//! \param text: text in utf-8
virtual void copyToPrimarySelection(const c8* text) const = 0;
//! Get text from the clipboard
/** \return Returns 0 if no string is in there. */
//! \return Returns 0 if no string is in there, otherwise an utf-8 string.
virtual const c8* getTextFromClipboard() const = 0;
//! Get text from the primary selection
//! This is a no-op on some platforms.
//! \return Returns 0 if no string is in there, otherwise an utf-8 string.
virtual const c8* getTextFromPrimarySelection() const = 0;
//! Get the total and available system RAM
/** \param totalBytes: will contain the total system memory in Kilobytes (1024 B)
\param availableBytes: will contain the available memory in Kilobytes (1024 B)

View File

@ -130,7 +130,7 @@ namespace scene
{
public:
//! Get pointer to an animateable mesh. Loads the file if not loaded already.
//! Get pointer to an animatable mesh. Loads the file if not loaded already.
/**
* If you want to remove a loaded mesh from the cache again, use removeMesh().
* Currently there are the following mesh formats supported:
@ -318,20 +318,10 @@ namespace scene
* \endcode
* If you would like to implement and add your own file format loader to Irrlicht,
* see addExternalMeshLoader().
* \param filename: Filename of the mesh to load.
* \param alternativeCacheName: In case you want to have the mesh under another name in the cache (to create real copies)
* \param file File handle of the mesh to load.
* \return Null if failed, otherwise pointer to the mesh.
* This pointer should not be dropped. See IReferenceCounted::drop() for more information.
**/
virtual IAnimatedMesh* getMesh(const io::path& filename, const io::path& alternativeCacheName=io::path("")) = 0;
//! Get pointer to an animateable mesh. Loads the file if not loaded already.
/** Works just as getMesh(const char* filename). If you want to
remove a loaded mesh from the cache again, use removeMesh().
\param file File handle of the mesh to load.
\return NULL if failed and pointer to the mesh if successful.
This pointer should not be dropped. See
IReferenceCounted::drop() for more information. */
virtual IAnimatedMesh* getMesh(io::IReadFile* file) = 0;
//! Get interface to the mesh cache which is shared between all existing scene managers.
@ -345,16 +335,6 @@ namespace scene
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual video::IVideoDriver* getVideoDriver() = 0;
//! Get the active GUIEnvironment
/** \return Pointer to the GUIEnvironment
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual gui::IGUIEnvironment* getGUIEnvironment() = 0;
//! Get the active FileSystem
/** \return Pointer to the FileSystem
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual io::IFileSystem* getFileSystem() = 0;
//! Adds a scene node for rendering an animated mesh model.
/** \param mesh: Pointer to the loaded animated mesh to be displayed.
\param parent: Parent of the scene node. Can be NULL if no parent.
@ -529,7 +509,7 @@ namespace scene
//! Clear all nodes which are currently registered for rendering
/** Usually you don't have to care about this as drawAll will clear nodes
after rendering them. But sometimes you might have to manully reset this.
after rendering them. But sometimes you might have to manually reset this.
For example when you deleted nodes between registering and rendering. */
virtual void clearAllRegisteredNodesForRendering() = 0;

View File

@ -15,6 +15,7 @@
#include "matrix4.h"
#include "IAttributes.h"
#include <list>
#include <optional>
namespace irr
{
@ -65,7 +66,7 @@ namespace scene
//! This method is called just before the rendering process of the whole scene.
/** Nodes may register themselves in the render pipeline during this call,
precalculate the geometry which should be renderered, and prevent their
precalculate the geometry which should be rendered, and prevent their
children from being able to register themselves if they are clipped by simply
not calling their OnRegisterSceneNode method.
If you are implementing your own scene node, you should overwrite this method
@ -275,33 +276,33 @@ namespace scene
child->grab();
child->remove(); // remove from old parent
Children.push_back(child);
// Note: This iterator is not invalidated until we erase it.
child->ThisIterator = Children.insert(Children.end(), child);
child->Parent = this;
}
}
//! Removes a child from this scene node.
/** If found in the children list, the child pointer is also
dropped and might be deleted if no other grab exists.
/**
\param child A pointer to the child which shall be removed.
\return True if the child was removed, and false if not,
e.g. because it couldn't be found in the children list. */
e.g. because it belongs to a different parent or no parent. */
virtual bool removeChild(ISceneNode* child)
{
ISceneNodeList::iterator it = Children.begin();
for (; it != Children.end(); ++it)
if ((*it) == child)
{
(*it)->Parent = 0;
(*it)->drop();
if (child->Parent != this)
return false;
// The iterator must be set since the parent is not null.
_IRR_DEBUG_BREAK_IF(!child->ThisIterator.has_value());
auto it = *child->ThisIterator;
child->ThisIterator = std::nullopt;
child->Parent = nullptr;
child->drop();
Children.erase(it);
return true;
}
return false;
}
//! Removes all children of this scene node
/** The scene nodes found in the children list are also dropped
@ -309,13 +310,11 @@ namespace scene
*/
virtual void removeAll()
{
ISceneNodeList::iterator it = Children.begin();
for (; it != Children.end(); ++it)
{
(*it)->Parent = 0;
(*it)->drop();
for (auto &child : Children) {
child->Parent = nullptr;
child->ThisIterator = std::nullopt;
child->drop();
}
Children.clear();
}
@ -352,38 +351,14 @@ namespace scene
}
//! Sets all material flags at once to a new value.
/** Useful, for example, if you want the whole mesh to be
affected by light.
\param flag Which flag of all materials to be set.
\param newvalue New value of that flag. */
void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
{
for (u32 i=0; i<getMaterialCount(); ++i)
getMaterial(i).setFlag(flag, newvalue);
//! Execute a function on all materials of this scene node.
/** Useful for setting material properties, e.g. if you want the whole
mesh to be affected by light. */
template <typename F>
void forEachMaterial(F &&fn) {
for (u32 i = 0; i < getMaterialCount(); i++) {
fn(getMaterial(i));
}
//! Sets the texture of the specified layer in all materials of this scene node to the new texture.
/** \param textureLayer Layer of texture to be set. Must be a
value smaller than MATERIAL_MAX_TEXTURES.
\param texture New texture to be used. */
void setMaterialTexture(u32 textureLayer, video::ITexture* texture)
{
if (textureLayer >= video::MATERIAL_MAX_TEXTURES)
return;
for (u32 i=0; i<getMaterialCount(); ++i)
getMaterial(i).setTexture(textureLayer, texture);
}
//! Sets the material type of all materials in this scene node to a new material type.
/** \param newType New type of material to be set. */
void setMaterialType(video::E_MATERIAL_TYPE newType)
{
for (u32 i=0; i<getMaterialCount(); ++i)
getMaterial(i).MaterialType = newType;
}
@ -532,10 +507,8 @@ namespace scene
grab();
remove();
Parent = newParent;
if (Parent)
Parent->addChild(this);
if (newParent)
newParent->addChild(this);
drop();
}
@ -642,12 +615,15 @@ namespace scene
//! Relative scale of the scene node.
core::vector3df RelativeScale;
//! Pointer to the parent
ISceneNode* Parent;
//! List of all children of this node
std::list<ISceneNode*> Children;
//! Iterator pointing to this node in the parent's child list.
std::optional<ISceneNodeList::iterator> ThisIterator;
//! Pointer to the parent
ISceneNode* Parent;
//! Pointer to the scene manager
ISceneManager* SceneManager;

View File

@ -97,14 +97,6 @@ enum E_TEXTURE_CREATION_FLAG
*/
ETCF_AUTO_GENERATE_MIP_MAPS = 0x00000100,
//! Enable support for vertex shader texture sampling on some drivers
/** Default is false.
This adds a small costs to all texture switches.
Currently only affects D3D9.
On OpenGL vertex shaders use the same texture unit as pixel shaders, so support there only depends on GL version and not on this flag
*/
ETCF_SUPPORT_VERTEXT_TEXTURE = 0x00000200,
/** This flag is never used, it only forces the compiler to compile
these enumeration values to 32 bit. */
ETCF_FORCE_32_BIT_DO_NOT_USE = 0x7fffffff
@ -300,11 +292,6 @@ public:
{
case ECF_A8R8G8B8:
case ECF_A1R5G5B5:
case ECF_DXT1:
case ECF_DXT2:
case ECF_DXT3:
case ECF_DXT4:
case ECF_DXT5:
case ECF_A16B16G16R16F:
case ECF_A32B32G32R32F:
status = true;

View File

@ -21,41 +21,6 @@ public:
*/
virtual u32 getRealTime() const = 0;
enum EWeekday
{
EWD_SUNDAY=0,
EWD_MONDAY,
EWD_TUESDAY,
EWD_WEDNESDAY,
EWD_THURSDAY,
EWD_FRIDAY,
EWD_SATURDAY
};
struct RealTimeDate
{
// Hour of the day, from 0 to 23
u32 Hour;
// Minute of the hour, from 0 to 59
u32 Minute;
// Second of the minute, due to extra seconds from 0 to 61
u32 Second;
// Year of the Gregorian calender
s32 Year;
// Month of the year, from 1 to 12
u32 Month;
// Day of the month, from 1 to 31
u32 Day;
// Weekday for the current day
EWeekday Weekday;
// Day of the year, from 1 to 366
u32 Yearday;
// Whether daylight saving is on
bool IsDST;
};
virtual RealTimeDate getRealTimeAndDate() const = 0;
//! Returns current virtual time in milliseconds.
/** This value starts with 0 and can be manipulated using setTime(),
stopTimer(), startTimer(), etc. This value depends on the set speed of

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_I_VIDEO_DRIVER_H_INCLUDED__
#define __IRR_I_VIDEO_DRIVER_H_INCLUDED__
#pragma once
#include "rect.h"
#include "SColor.h"
@ -56,32 +55,11 @@ namespace video
ETS_WORLD,
//! Projection transformation
ETS_PROJECTION,
//! Texture transformation
//! Texture 0 transformation
//! Use E_TRANSFORMATION_STATE(ETS_TEXTURE_0 + texture_number) to access other texture transformations
ETS_TEXTURE_0,
//! Texture transformation
ETS_TEXTURE_1,
//! Texture transformation
ETS_TEXTURE_2,
//! Texture transformation
ETS_TEXTURE_3,
#if _IRR_MATERIAL_MAX_TEXTURES_>4
//! Texture transformation
ETS_TEXTURE_4,
#if _IRR_MATERIAL_MAX_TEXTURES_>5
//! Texture transformation
ETS_TEXTURE_5,
#if _IRR_MATERIAL_MAX_TEXTURES_>6
//! Texture transformation
ETS_TEXTURE_6,
#if _IRR_MATERIAL_MAX_TEXTURES_>7
//! Texture transformation
ETS_TEXTURE_7,
#endif
#endif
#endif
#endif
//! Only used internally
ETS_COUNT = ETS_TEXTURE_0 + _IRR_MATERIAL_MAX_TEXTURES_
ETS_COUNT = ETS_TEXTURE_0 + MATERIAL_MAX_TEXTURES
};
//! Special render targets, which usually map to dedicated hardware
@ -286,24 +264,10 @@ namespace video
IReferenceCounted::drop() for more information. */
virtual ITexture* getTexture(io::IReadFile* file) =0;
//! Returns a texture by index
/** \param index: Index of the texture, must be smaller than
getTextureCount() Please note that this index might change when
adding or removing textures
\return Pointer to the texture, or 0 if the texture was not
set or index is out of bounds. This pointer should not be
dropped. See IReferenceCounted::drop() for more information. */
virtual ITexture* getTextureByIndex(u32 index) =0;
//! Returns amount of textures currently loaded
/** \return Amount of textures currently loaded */
virtual u32 getTextureCount() const = 0;
//! Renames a texture
/** \param texture Pointer to the texture to rename.
\param newName New name for the texture. This should be a unique name. */
virtual void renameTexture(ITexture* texture, const io::path& newName) = 0;
//! Creates an empty texture of specified size.
/** \param size: Size of the texture.
\param name A name for the texture. Later calls to
@ -318,24 +282,6 @@ namespace video
virtual ITexture* addTexture(const core::dimension2d<u32>& size,
const io::path& name, ECOLOR_FORMAT format = ECF_A8R8G8B8) = 0;
//! Creates a texture from an IImage.
/** \param name A name for the texture. Later calls of
getTexture() with this name will return this texture.
The name can _not_ be empty.
\param image Image the texture is created from.
\param mipmapData Optional pointer to a mipmaps data.
If this parameter is not given, the mipmaps are derived from image.
\return Pointer to the newly created texture. This pointer
should not be dropped. See IReferenceCounted::drop() for more
information. */
_IRR_DEPRECATED_ ITexture* addTexture(const io::path& name, IImage* image, void* mipmapData)
{
if (image)
image->setMipMapsData(mipmapData, false);
return addTexture(name, image);
}
//! Creates a texture from an IImage.
/** \param name A name for the texture. Later calls of
getTexture() with this name will return this texture.
@ -387,8 +333,7 @@ namespace video
const io::path& name = "rt", const ECOLOR_FORMAT format = ECF_UNKNOWN) =0;
//! Adds a new render target texture with 6 sides for a cubemap map to the texture cache.
/** NOTE: Only supported on D3D9 so far.
\param sideLen Length of one cubemap side.
/** \param sideLen Length of one cubemap side.
\param name A name for the texture. Later calls of getTexture() with this name will return this texture.
The name can _not_ be empty.
\param format The color format of the render target. Floating point formats are supported.
@ -480,15 +425,9 @@ namespace video
color values may not be exactly the same in the engine and for
example in picture edit programs. To avoid this problem, you
could use the makeColorKeyTexture method, which takes the
position of a pixel instead a color value.
\param zeroTexels (deprecated) If set to true, then any texels that match
the color key will have their color, as well as their alpha, set to zero
(i.e. black). This behavior matches the legacy (buggy) behavior prior
to release 1.5 and is provided for backwards compatibility only.
This parameter may be removed by Irrlicht 1.9. */
position of a pixel instead a color value. */
virtual void makeColorKeyTexture(video::ITexture* texture,
video::SColor color,
bool zeroTexels = false) const =0;
video::SColor color) const =0;
//! Sets a boolean alpha channel on the texture based on the color at a position.
/** This makes the texture fully transparent at the texels where
@ -497,15 +436,9 @@ namespace video
\param texture Texture whose alpha channel is modified.
\param colorKeyPixelPos Position of a pixel with the color key
color. Every texel with this color will become fully transparent as
described above.
\param zeroTexels (deprecated) If set to true, then any texels that match
the color key will have their color, as well as their alpha, set to zero
(i.e. black). This behavior matches the legacy (buggy) behavior prior
to release 1.5 and is provided for backwards compatibility only.
This parameter may be removed by Irrlicht 1.9. */
described above. */
virtual void makeColorKeyTexture(video::ITexture* texture,
core::position2d<s32> colorKeyPixelPos,
bool zeroTexels = false) const =0;
core::position2d<s32> colorKeyPixelPos) const =0;
//! Set a render target.
/** This will only work if the driver supports the
@ -738,23 +671,6 @@ namespace video
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color = SColor(255,255,255,255)) =0;
//! Draws a 3d triangle.
/** This method calls drawVertexPrimitiveList for some triangles.
This method works with all drivers because it simply calls
drawVertexPrimitiveList, but it is hence not very fast.
Note that the triangle is drawn using the current
transformation matrix and material. So if you need to draw it
independently of the current transformation, use
\code
driver->setMaterial(someMaterial);
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
\endcode
for some properly set up material before drawing the triangle.
\param triangle The triangle to draw.
\param color Color of the line. */
virtual void draw3DTriangle(const core::triangle3df& triangle,
SColor color = SColor(255,255,255,255)) =0;
//! Draws a 3d axis aligned box.
/** This method simply calls draw3DLine for the edges of the
box. Note that the box is drawn using the current transformation
@ -785,7 +701,7 @@ namespace video
\param texture Texture to be drawn.
\param destPos Upper left 2d destination position where the
image will be drawn.
\param sourceRect Source rectangle in the image.
\param sourceRect Source rectangle in the texture (based on it's OriginalSize)
\param clipRect Pointer to rectangle on the screen where the
image is clipped to.
If this pointer is NULL the image is not clipped.
@ -799,35 +715,6 @@ namespace video
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect =0,
SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false) =0;
//! Draws a set of 2d images, using a color and the alpha channel of the texture.
/** The images are drawn beginning at pos and concatenated in
one line. All drawings are clipped against clipRect (if != 0).
The subtextures are defined by the array of sourceRects and are
chosen by the indices given.
\param texture Texture to be drawn.
\param pos Upper left 2d destination position where the image
will be drawn.
\param sourceRects Source rectangles of the image.
\param indices List of indices which choose the actual
rectangle used each time.
\param kerningWidth Offset to Position on X
\param clipRect Pointer to rectangle on the screen where the
image is clipped to.
If this pointer is 0 then the image is not clipped.
\param color Color with which the image is drawn.
Note that the alpha component is used. If alpha is other than
255, the image will be transparent.
\param useAlphaChannelOfTexture: If true, the alpha channel of
the texture is used to draw the image. */
virtual void draw2DImageBatch(const video::ITexture* texture,
const core::position2d<s32>& pos,
const core::array<core::rect<s32> >& sourceRects,
const core::array<s32>& indices,
s32 kerningWidth=0,
const core::rect<s32>* clipRect=0,
SColor color=SColor(255,255,255,255),
bool useAlphaChannelOfTexture=false) =0;
//! Draws a set of 2d images, using a color and the alpha channel of the texture.
/** All drawings are clipped against clipRect (if != 0).
The subtextures are defined by the array of sourceRects and are
@ -835,7 +722,7 @@ namespace video
\param texture Texture to be drawn.
\param positions Array of upper left 2d destinations where the
images will be drawn.
\param sourceRects Source rectangles of the image.
\param sourceRects Source rectangles of the texture (based on it's OriginalSize)
\param clipRect Pointer to rectangle on the screen where the
images are clipped to.
If this pointer is 0 then the image is not clipped.
@ -855,7 +742,7 @@ namespace video
/** Suggested and first implemented by zola.
\param texture The texture to draw from
\param destRect The rectangle to draw into
\param sourceRect The rectangle denoting a part of the texture
\param sourceRect The rectangle denoting a part of the texture (based on it's OriginalSize)
\param clipRect Clips the destination rectangle (may be 0)
\param colors Array of 4 colors denoting the color values of
the corners of the destRect
@ -898,13 +785,6 @@ namespace video
SColor colorLeftDown, SColor colorRightDown,
const core::rect<s32>* clip =0) =0;
//! Draws the outline of a 2D rectangle.
/** \param pos Position of the rectangle.
\param color Color of the rectangle to draw. The alpha component
specifies how transparent the rectangle outline will be. */
virtual void draw2DRectangleOutline(const core::recti& pos,
SColor color=SColor(255,255,255,255)) =0;
//! Draws a 2d line.
/** In theory both start and end will be included in coloring.
BUG: Currently d3d ignores the last pixel
@ -918,72 +798,6 @@ namespace video
const core::position2d<s32>& end,
SColor color=SColor(255,255,255,255)) =0;
//! Draws a pixel.
/** \param x The x-position of the pixel.
\param y The y-position of the pixel.
\param color Color of the pixel to draw. */
virtual void drawPixel(u32 x, u32 y, const SColor& color) =0;
//! Draws a non filled concyclic regular 2d polygon.
/** This method can be used to draw circles, but also
triangles, tetragons, pentagons, hexagons, heptagons, octagons,
enneagons, decagons, hendecagons, dodecagon, triskaidecagons,
etc. I think you'll got it now. And all this by simply
specifying the vertex count. Welcome to the wonders of
geometry.
\param center Position of center of circle (pixels).
\param radius Radius of circle in pixels.
\param color Color of the circle.
\param vertexCount Amount of vertices of the polygon. Specify 2
to draw a line, 3 to draw a triangle, 4 for tetragons and a lot
(>10) for nearly a circle. */
virtual void draw2DPolygon(core::position2d<s32> center,
f32 radius,
video::SColor color=SColor(100,255,255,255),
s32 vertexCount=10) =0;
//! Draws a shadow volume into the stencil buffer.
/** To draw a stencil shadow, do this: First, draw all geometry.
Then use this method, to draw the shadow volume. Then, use
IVideoDriver::drawStencilShadow() to visualize the shadow.
Please note that the code for the opengl version of the method
is based on free code sent in by Philipp Dortmann, lots of
thanks go to him!
\param triangles Array of 3d vectors, specifying the shadow
volume.
\param zfail If set to true, zfail method is used, otherwise
zpass.
\param debugDataVisible The debug data that is enabled for this
shadow node
*/
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0) =0;
//! Fills the stencil shadow with color.
/** After the shadow volume has been drawn into the stencil
buffer using IVideoDriver::drawStencilShadowVolume(), use this
to draw the color of the shadow.
Please note that the code for the opengl version of the method
is based on free code sent in by Philipp Dortmann, lots of
thanks go to him!
\param clearStencilBuffer Set this to false, if you want to
draw every shadow with the same color, and only want to call
drawStencilShadow() once after all shadow volumes have been
drawn. Set this to true, if you want to paint every shadow with
its own color.
\param leftUpEdge Color of the shadow in the upper left corner
of screen.
\param rightUpEdge Color of the shadow in the upper right
corner of screen.
\param leftDownEdge Color of the shadow in the lower left
corner of screen.
\param rightDownEdge Color of the shadow in the lower right
corner of screen. */
virtual void drawStencilShadow(bool clearStencilBuffer=false,
video::SColor leftUpEdge = video::SColor(255,0,0,0),
video::SColor rightUpEdge = video::SColor(255,0,0,0),
video::SColor leftDownEdge = video::SColor(255,0,0,0),
video::SColor rightDownEdge = video::SColor(255,0,0,0)) =0;
//! Draws a mesh buffer
/** \param mb Buffer to draw */
virtual void drawMeshBuffer(const scene::IMeshBuffer* mb) =0;
@ -1099,28 +913,6 @@ namespace video
\return The current texture creation flag enabled mode. */
virtual bool getTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag) const =0;
//! Creates a software images from a file.
/** No hardware texture will be created for those images. This
method is useful for example if you want to read a heightmap
for a terrain renderer.
\param filename Name of the file from which the images are created.
\param type Pointer to E_TEXTURE_TYPE where a recommended type of the texture will be stored.
\return The array of created images.
If you no longer need those images, you should call IImage::drop() on each of them.
See IReferenceCounted::drop() for more information. */
virtual core::array<IImage*> createImagesFromFile(const io::path& filename, E_TEXTURE_TYPE* type = 0) = 0;
//! Creates a software images from a file.
/** No hardware texture will be created for those images. This
method is useful for example if you want to read a heightmap
for a terrain renderer.
\param file File from which the image is created.
\param type Pointer to E_TEXTURE_TYPE where a recommended type of the texture will be stored.
\return The array of created images.
If you no longer need those images, you should call IImage::drop() on each of them.
See IReferenceCounted::drop() for more information. */
virtual core::array<IImage*> createImagesFromFile(io::IReadFile* file, E_TEXTURE_TYPE* type = 0) = 0;
//! Creates a software image from a file.
/** No hardware texture will be created for this image. This
method is useful for example if you want to read a heightmap
@ -1130,15 +922,7 @@ namespace video
\return The created image.
If you no longer need the image, you should call IImage::drop().
See IReferenceCounted::drop() for more information. */
IImage* createImageFromFile(const io::path& filename)
{
core::array<IImage*> imageArray = createImagesFromFile(filename);
for (u32 i = 1; i < imageArray.size(); ++i)
imageArray[i]->drop();
return (imageArray.size() > 0) ? imageArray[0] : 0;
}
virtual IImage* createImageFromFile(const io::path& filename) = 0;
//! Creates a software image from a file.
/** No hardware texture will be created for this image. This
@ -1148,15 +932,7 @@ namespace video
\return The created image.
If you no longer need the image, you should call IImage::drop().
See IReferenceCounted::drop() for more information. */
IImage* createImageFromFile(io::IReadFile* file)
{
core::array<IImage*> imageArray = createImagesFromFile(file);
for (u32 i = 1; i < imageArray.size(); ++i)
imageArray[i]->drop();
return (imageArray.size() > 0) ? imageArray[0] : 0;
}
virtual IImage* createImageFromFile(io::IReadFile* file) = 0;
//! Writes the provided image to a file.
/** Requires that there is a suitable image writer registered
@ -1210,27 +986,6 @@ namespace video
See IReferenceCounted::drop() for more information. */
virtual IImage* createImage(ECOLOR_FORMAT format, const core::dimension2d<u32>& size) =0;
//! Creates a software image by converting it to given format from another image.
/** \deprecated Create an empty image and use copyTo(). This method may be removed by Irrlicht 1.9.
\param format Desired color format of the image.
\param imageToCopy Image to copy to the new image.
\return The created image.
If you no longer need the image, you should call IImage::drop().
See IReferenceCounted::drop() for more information. */
_IRR_DEPRECATED_ virtual IImage* createImage(ECOLOR_FORMAT format, IImage *imageToCopy) =0;
//! Creates a software image from a part of another image.
/** \deprecated Create an empty image and use copyTo(). This method may be removed by Irrlicht 1.9.
\param imageToCopy Image to copy to the new image in part.
\param pos Position of rectangle to copy.
\param size Extents of rectangle to copy.
\return The created image.
If you no longer need the image, you should call IImage::drop().
See IReferenceCounted::drop() for more information. */
_IRR_DEPRECATED_ virtual IImage* createImage(IImage* imageToCopy,
const core::position2d<s32>& pos,
const core::dimension2d<u32>& size) =0;
//! Creates a software image from a part of a texture.
/**
\param texture Texture to copy to the new image in part.
@ -1291,7 +1046,7 @@ namespace video
E_MATERIAL_TYPE enum or a value which was returned by
addMaterialRenderer().
\return String with the name of the renderer, or 0 if not
exisiting */
existing */
virtual const c8* getMaterialRendererName(u32 idx) const =0;
//! Sets the name of a material renderer.
@ -1300,7 +1055,7 @@ namespace video
E_MATERIAL_TYPE enum or a value which was returned by
addMaterialRenderer().
\param name: New name of the material renderer. */
virtual void setMaterialRendererName(s32 idx, const c8* name) =0;
virtual void setMaterialRendererName(u32 idx, const c8* name) =0;
//! Swap the material renderers used for certain id's
/** Swap the IMaterialRenderers responsible for rendering specific
@ -1334,23 +1089,6 @@ namespace video
//! Clear the color, depth and/or stencil buffers.
virtual void clearBuffers(u16 flag, SColor color = SColor(255,0,0,0), f32 depth = 1.f, u8 stencil = 0) = 0;
//! Clear the color, depth and/or stencil buffers.
_IRR_DEPRECATED_ void clearBuffers(bool backBuffer, bool depthBuffer, bool stencilBuffer, SColor color)
{
u16 flag = 0;
if (backBuffer)
flag |= ECBF_COLOR;
if (depthBuffer)
flag |= ECBF_DEPTH;
if (stencilBuffer)
flag |= ECBF_STENCIL;
clearBuffers(flag, color);
}
//! Clears the ZBuffer.
/** Note that you usually need not to call this method, as it
is automatically done in IVideoDriver::beginScene() or
@ -1472,4 +1210,3 @@ namespace video
} // end namespace irr
#endif

View File

@ -2,12 +2,11 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_COMPILE_CONFIG_H_INCLUDED__
#define __IRR_COMPILE_CONFIG_H_INCLUDED__
#pragma once
//! Identifies the IrrlichtMt fork customized for the Minetest engine
#define IRRLICHT_VERSION_MT_REVISION 10
#define IRRLICHT_VERSION_MT "mt10"
#define IRRLICHT_VERSION_MT_REVISION 14
#define IRRLICHT_VERSION_MT "mt14"
//! Irrlicht SDK Version
#define IRRLICHT_VERSION_MAJOR 1
@ -20,454 +19,12 @@
#include <stdio.h> // TODO: Although included elsewhere this is required at least for mingw
//! The defines for different operating system are:
//! _IRR_WINDOWS_ for all irrlicht supported Windows versions
//! _IRR_WINDOWS_API_ for Windows or XBox
//! _IRR_LINUX_PLATFORM_ for Linux (it is defined here if no other os is defined)
//! _IRR_SOLARIS_PLATFORM_ for Solaris
//! _IRR_OSX_PLATFORM_ for Apple systems running OSX
//! _IRR_IOS_PLATFORM_ for Apple devices running iOS
//! _IRR_ANDROID_PLATFORM_ for devices running Android
//! _IRR_POSIX_API_ for Posix compatible systems
//! Note: PLATFORM defines the OS specific layer, API can group several platforms
//! DEVICE is the windowing system used, several PLATFORMs support more than one DEVICE
//! Irrlicht can be compiled with more than one device
//! _IRR_COMPILE_WITH_WINDOWS_DEVICE_ for Windows API based device
//! _IRR_COMPILE_WITH_OSX_DEVICE_ for Cocoa native windowing on OSX
//! _IRR_COMPILE_WITH_X11_DEVICE_ for Linux X11 based device
//! _IRR_COMPILE_WITH_SDL_DEVICE_ for platform independent SDL framework
//! Passing defines to the compiler which have NO in front of the _IRR definename is an alternative
//! way which can be used to disable defines (instead of outcommenting them in this header).
//! So defines can be controlled from Makefiles or Projectfiles which allows building
//! different library versions without having to change the sources.
//! Example: NO_IRR_COMPILE_WITH_X11_ would disable X11
//! Uncomment this line to compile with the SDL device
//#define _IRR_COMPILE_WITH_SDL_DEVICE_
#ifdef NO_IRR_COMPILE_WITH_SDL_DEVICE_
#undef _IRR_COMPILE_WITH_SDL_DEVICE_
#endif
//! WIN32 for Windows32
//! WIN64 for Windows64
// The windows platform and API support SDL and WINDOW device
#if defined(_WIN32) || defined(_WIN64)
#define _IRR_WINDOWS_
#define _IRR_WINDOWS_API_
#ifndef _IRR_COMPILE_WITH_SDL_DEVICE_
#define _IRR_COMPILE_WITH_WINDOWS_DEVICE_
#endif
#endif
#if defined(__APPLE__)
#if defined(__ENVIRONMENT_IPHONE_OS_VERSION_MIN_REQUIRED__) || defined(__IPHONE_OS_VERSION_MIN_REQUIRED)
#define _IRR_IOS_PLATFORM_
#define _IRR_COMPILE_WITH_IOS_DEVICE_
#define NO_IRR_COMPILE_WITH_OPENGL_
// The application state events and following methods: IrrlichtDevice::isWindowActive, IrrlichtDevice::isWindowFocused,
// IrrlichtDevice::isWindowMinimized works out of box only if you'll use built-in CIrrDelegateiOS,
// so _IRR_COMPILE_WITH_IOS_BUILTIN_MAIN_ must be enabled in this case. If you need a custom UIApplicationDelegate
// you must disable _IRR_COMPILE_WITH_IOS_BUILTIN_MAIN_ definition and handle all application events yourself.
#define _IRR_COMPILE_WITH_IOS_BUILTIN_MAIN_
#else
#define _IRR_OSX_PLATFORM_
#ifndef _IRR_COMPILE_WITH_SDL_DEVICE_
#define _IRR_COMPILE_WITH_OSX_DEVICE_
#endif
#define NO_IRR_COMPILE_WITH_OGLES1_
#define NO_IRR_COMPILE_WITH_OGLES2_
#define NO_IRR_COMPILE_WITH_WEBGL1_
#endif
#endif
#if defined(__EMSCRIPTEN__)
#define _IRR_EMSCRIPTEN_PLATFORM_
#define NO_IRR_COMPILE_WITH_JOYSTICK_EVENTS_
#define NO_IRR_COMPILE_WITH_OPENGL_
#define NO_IRR_COMPILE_WITH_OGLES1_
#define _IRR_COMPILE_WITH_OGLES2_
#define _IRR_COMPILE_WITH_WEBGL1_
#define _IRR_COMPILE_WITH_EGL_MANAGER_
#define _IRR_COMPILE_WITH_SDL_DEVICE_
#define NO_IRR_COMPILE_WITH_X11_DEVICE_
#define _IRR_LINUX_PLATFORM_ // emscripten basically working like a unix
#endif // __EMSCRIPTEN__
#if defined(__ANDROID__)
#define _IRR_ANDROID_PLATFORM_
#define _IRR_COMPILE_WITH_ANDROID_DEVICE_
#define _IRR_COMPILE_ANDROID_ASSET_READER_
#define NO_IRR_COMPILE_WITH_OPENGL_
#endif
#if defined(__SVR4) && defined(__sun)
#define _IRR_SOLARIS_PLATFORM_
#if defined(__sparc)
#define __BIG_ENDIAN__
#endif
#endif
#if !defined(_IRR_WINDOWS_API_) && !defined(_IRR_OSX_PLATFORM_) && !defined(_IRR_IOS_PLATFORM_) && !defined(_IRR_ANDROID_PLATFORM_) && !defined(_IRR_EMSCRIPTEN_PLATFORM_)
#ifndef _IRR_SOLARIS_PLATFORM_
#define _IRR_LINUX_PLATFORM_
#endif
#define _IRR_POSIX_API_
#ifndef _IRR_COMPILE_WITH_SDL_DEVICE_
#define _IRR_COMPILE_WITH_X11_DEVICE_
#endif
#endif
//! Define _IRR_COMPILE_WITH_JOYSTICK_SUPPORT_ if you want joystick events.
#if !(defined(__FreeBSD__) || defined(__OpenBSD__))
#define _IRR_COMPILE_WITH_JOYSTICK_EVENTS_
#endif
#ifdef NO_IRR_COMPILE_WITH_JOYSTICK_EVENTS_
#undef _IRR_COMPILE_WITH_JOYSTICK_EVENTS_
#endif
//! Maximum number of texture an SMaterial can have, up to 8 are supported by Irrlicht.
#define _IRR_MATERIAL_MAX_TEXTURES_ 4
//! Add a leak-hunter to Irrlicht which helps finding unreleased reference counted objects.
//! NOTE: This is slow and should only be used for debugging
//#define _IRR_COMPILE_WITH_LEAK_HUNTER_
#ifdef NO_IRR_COMPILE_WITH_LEAK_HUNTER_
#undef _IRR_COMPILE_WITH_LEAK_HUNTER_
#endif
//! Enable profiling information in the engine
/** NOTE: The profiler itself always exists and can be used by applications.
This define is about the engine creating profile data
while it runs and enabling it will slow down the engine. */
//#define _IRR_COMPILE_WITH_PROFILING_
#ifdef NO_IRR_COMPILE_WITH_PROFILING_
#undef _IRR_COMPILE_WITH_PROFILING_
#endif
//! Define _IRR_COMPILE_WITH_DIRECT3D_9_ to compile the Irrlicht engine with DIRECT3D9.
/** If you only want to use the software device or opengl you can disable those defines.
This switch is mostly disabled because people do not get the g++ compiler compile
directX header files, and directX is only available on Windows platforms. If you
are using Dev-Cpp, and want to compile this using a DX dev pack, you can define
_IRR_COMPILE_WITH_DX9_DEV_PACK_. So you simply need to add something like this
to the compiler settings: -DIRR_COMPILE_WITH_DX9_DEV_PACK
and this to the linker settings: -ld3dx9
*/
#if defined(_IRR_WINDOWS_API_) && defined(IRR_COMPILE_WITH_DX9_DEV_PACK)
//! Define _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_ if you want to use DirectInput for joystick handling.
/** This only applies to Windows devices, currently only supported under Win32 device.
If not defined, Windows Multimedia library is used, which offers also broad support for joystick devices. */
#define _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_
#ifdef NO_IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_
#undef _IRR_COMPILE_WITH_DIRECTINPUT_JOYSTICK_
#endif
#endif
//! Define _IRR_COMPILE_WITH_OPENGL_ to compile the Irrlicht engine with OpenGL.
/** If you do not wish the engine to be compiled with OpenGL, comment this
define out. */
#define _IRR_COMPILE_WITH_OPENGL_
#ifdef NO_IRR_COMPILE_WITH_OPENGL_
#undef _IRR_COMPILE_WITH_OPENGL_
#endif
//! Define required options for OpenGL drivers.
#if defined(_IRR_COMPILE_WITH_OPENGL_)
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_)
#define _IRR_OPENGL_USE_EXTPOINTER_
#define _IRR_COMPILE_WITH_WGL_MANAGER_
#elif defined(_IRR_COMPILE_WITH_X11_DEVICE_)
#define _IRR_OPENGL_USE_EXTPOINTER_
#define _IRR_COMPILE_WITH_GLX_MANAGER_
#elif defined(_IRR_COMPILE_WITH_OSX_DEVICE_)
#define _IRR_COMPILE_WITH_NSOGL_MANAGER_
#elif defined(_IRR_SOLARIS_PLATFORM_)
#define _IRR_COMPILE_WITH_GLX_MANAGER_
#elif defined(_IRR_COMPILE_WITH_SDL_DEVICE_)
#define _IRR_OPENGL_USE_EXTPOINTER_
#endif
#endif
//! Define _IRR_COMPILE_WITH_OGLES1_ to compile the Irrlicht engine with OpenGL ES 1.1.
/** If you do not wish the engine to be compiled with OpenGL ES 1.1, comment this
define out.
Depending on platform you may have to enable _IRR_OGLES1_USE_KHRONOS_API_HEADERS_ as well when using it.
*/
#if defined(_IRR_ANDROID_PLATFORM_) || defined(_IRR_IOS_PLATFORM_)
#define _IRR_COMPILE_WITH_OGLES1_
#endif
#ifdef NO_IRR_COMPILE_WITH_OGLES1_
#undef _IRR_COMPILE_WITH_OGLES1_
#endif
#ifdef _IRR_COMPILE_WITH_OGLES1_
//! Define _IRR_OGLES1_USE_KHRONOS_API_HEADERS_ to use the OpenGL ES headers from the Debian Khronos-api package
//#define _IRR_OGLES1_USE_KHRONOS_API_HEADERS_
#endif
//! Define required options for OpenGL ES 1.1 drivers.
#if defined(_IRR_COMPILE_WITH_OGLES1_)
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_) || defined(_IRR_COMPILE_WITH_ANDROID_DEVICE_)
#define _IRR_OGLES1_USE_EXTPOINTER_
#ifndef _IRR_COMPILE_WITH_EGL_MANAGER_
#define _IRR_COMPILE_WITH_EGL_MANAGER_
#endif
#elif defined(_IRR_COMPILE_WITH_IOS_DEVICE_)
#ifndef _IRR_COMPILE_WITH_EAGL_MANAGER_
#define _IRR_COMPILE_WITH_EAGL_MANAGER_
#endif
#endif
#endif
//! Define _IRR_COMPILE_WITH_OGLES2_ to compile the Irrlicht engine with OpenGL ES 2.0.
/** If you do not wish the engine to be compiled with OpenGL ES 2.0, comment this
define out. */
#if defined(_IRR_ANDROID_PLATFORM_) || defined(_IRR_IOS_PLATFORM_)
#define _IRR_COMPILE_WITH_OGLES2_
#else
//#define _IRR_COMPILE_WITH_OGLES2_
#endif
#ifdef NO_IRR_COMPILE_WITH_OGLES2_
#undef _IRR_COMPILE_WITH_OGLES2_
#endif
//! Define _IRR_COMPILE_WITH_WEBGL1_ to compile Irrlicht engine with a WebGL friendly
//! subset of the OpenGL ES 2.0 driver.
//#define _IRR_COMPILE_WITH_WEBGL1_
#ifdef NO_IRR_COMPILE_WITH_WEBGL1_
#undef _IRR_COMPILE_WITH_WEBGL1_
#endif
#ifdef _IRR_COMPILE_WITH_WEBGL1_
#define _IRR_COMPILE_WITH_OGLES2_ // it's a subset of OGL ES2, so always needed when using WebGL
#endif
//! Define required options for OpenGL ES 2.0 drivers.
#if defined(_IRR_COMPILE_WITH_OGLES2_)
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_) || defined(_IRR_COMPILE_WITH_ANDROID_DEVICE_) || defined(__EMSCRIPTEN__)
#define _IRR_OGLES2_USE_EXTPOINTER_
#ifndef _IRR_COMPILE_WITH_EGL_MANAGER_
#define _IRR_COMPILE_WITH_EGL_MANAGER_
#endif
#elif defined(_IRR_COMPILE_WITH_IOS_DEVICE_)
#ifndef _IRR_COMPILE_WITH_EAGL_MANAGER_
#define _IRR_COMPILE_WITH_EAGL_MANAGER_
#endif
#endif
#endif
//! Define _IRR_COMPILE_WITH_X11_ to compile the Irrlicht engine with X11 support.
/** If you do not wish the engine to be compiled with X11, comment this
define out. */
// Only used in LinuxDevice.
#define _IRR_COMPILE_WITH_X11_
#ifdef NO_IRR_COMPILE_WITH_X11_
#undef _IRR_COMPILE_WITH_X11_
#endif
#if defined(_IRR_LINUX_PLATFORM_) && defined(_IRR_COMPILE_WITH_X11_)
//! XInput2 (library called Xi) is currently only used to support touch-input.
#define _IRR_LINUX_X11_XINPUT2_
#ifdef NO_IRR_LINUX_X11_XINPUT2_
#undef _IRR_LINUX_X11_XINPUT2_
#endif
//! X11 has by default only monochrome cursors, but using the Xcursor library we can also get color cursor support.
//! If you have the need for custom color cursors on X11 then enable this and make sure you also link
//! to the Xcursor library in your Makefile/Projectfile.
//#define _IRR_LINUX_XCURSOR_
#ifdef NO_IRR_LINUX_XCURSOR_
#undef _IRR_LINUX_XCURSOR_
#endif
#endif
//! Define _IRR_COMPILE_WITH_GUI_ to compile the engine with the built-in GUI
/** Disable this if you are using an external library to draw the GUI. If you disable this then
you will not be able to use anything provided by the GUI Environment, including loading fonts. */
#define _IRR_COMPILE_WITH_GUI_
#ifdef NO_IRR_COMPILE_WITH_GUI_
#undef _IRR_COMPILE_WITH_GUI_
#endif
//! Define _IRR_COMPILE_WITH_LIBJPEG_ to enable compiling the engine using libjpeg.
/** This enables the engine to read jpeg images. If you comment this out,
the engine will no longer read .jpeg images. */
#define _IRR_COMPILE_WITH_LIBJPEG_
#ifdef NO_IRR_COMPILE_WITH_LIBJPEG_
#undef _IRR_COMPILE_WITH_LIBJPEG_
#endif
//! Define _IRR_COMPILE_WITH_LIBPNG_ to enable compiling the engine using libpng.
/** This enables the engine to read png images. If you comment this out,
the engine will no longer read .png images. */
#define _IRR_COMPILE_WITH_LIBPNG_
#ifdef NO_IRR_COMPILE_WITH_LIBPNG_
#undef _IRR_COMPILE_WITH_LIBPNG_
#endif
//! Uncomment the following line if you want to ignore the deprecated warnings
//#define IGNORE_DEPRECATED_WARNING
//! Define _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_ to support BillboardSceneNodes
#define _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
#ifdef NO_IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
#undef _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
#endif
//! Define _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_ if you want to use bone based
/** animated meshes. If you compile without this, you will be unable to load
B3D, MS3D or X meshes */
#define _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
#ifdef NO_IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
#undef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
#endif
#ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
//! Define _IRR_COMPILE_WITH_B3D_LOADER_ if you want to use Blitz3D files
#define _IRR_COMPILE_WITH_B3D_LOADER_
#ifdef NO_IRR_COMPILE_WITH_B3D_LOADER_
#undef _IRR_COMPILE_WITH_B3D_LOADER_
#endif
//! Define _IRR_COMPILE_WITH_X_LOADER_ if you want to use Microsoft X files
#define _IRR_COMPILE_WITH_X_LOADER_
#ifdef NO_IRR_COMPILE_WITH_X_LOADER_
#undef _IRR_COMPILE_WITH_X_LOADER_
#endif
#endif // _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
//! Define _IRR_COMPILE_WITH_OBJ_LOADER_ if you want to load Wavefront OBJ files
#define _IRR_COMPILE_WITH_OBJ_LOADER_
#ifdef NO_IRR_COMPILE_WITH_OBJ_LOADER_
#undef _IRR_COMPILE_WITH_OBJ_LOADER_
#endif
//! Define _IRR_COMPILE_WITH_BMP_LOADER_ if you want to load .bmp files
//! Disabling this loader will also disable the built-in font
#define _IRR_COMPILE_WITH_BMP_LOADER_
#ifdef NO_IRR_COMPILE_WITH_BMP_LOADER_
#undef _IRR_COMPILE_WITH_BMP_LOADER_
#endif
//! Define _IRR_COMPILE_WITH_JPG_LOADER_ if you want to load .jpg files
#define _IRR_COMPILE_WITH_JPG_LOADER_
#ifdef NO_IRR_COMPILE_WITH_JPG_LOADER_
#undef _IRR_COMPILE_WITH_JPG_LOADER_
#endif
//! Define _IRR_COMPILE_WITH_PNG_LOADER_ if you want to load .png files
#define _IRR_COMPILE_WITH_PNG_LOADER_
#ifdef NO_IRR_COMPILE_WITH_PNG_LOADER_
#undef _IRR_COMPILE_WITH_PNG_LOADER_
#endif
//! Define _IRR_COMPILE_WITH_TGA_LOADER_ if you want to load .tga files
#define _IRR_COMPILE_WITH_TGA_LOADER_
#ifdef NO_IRR_COMPILE_WITH_TGA_LOADER_
#undef _IRR_COMPILE_WITH_TGA_LOADER_
#endif
//! Define _IRR_COMPILE_WITH_JPG_WRITER_ if you want to write .jpg files
#define _IRR_COMPILE_WITH_JPG_WRITER_
#ifdef NO_IRR_COMPILE_WITH_JPG_WRITER_
#undef _IRR_COMPILE_WITH_JPG_WRITER_
#endif
//! Define _IRR_COMPILE_WITH_PNG_WRITER_ if you want to write .png files
#define _IRR_COMPILE_WITH_PNG_WRITER_
#ifdef NO_IRR_COMPILE_WITH_PNG_WRITER_
#undef _IRR_COMPILE_WITH_PNG_WRITER_
#endif
//! Define __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_ if you want to open ZIP and GZIP archives
/** ZIP reading has several more options below to configure. */
#define __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
#ifdef NO__IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
#undef __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
#endif
#ifdef __IRR_COMPILE_WITH_ZIP_ARCHIVE_LOADER_
//! Define _IRR_COMPILE_WITH_ZLIB_ to enable compiling the engine using zlib.
/** This enables the engine to read from compressed .zip archives. If you
disable this feature, the engine can still read archives, but only uncompressed
ones. */
#define _IRR_COMPILE_WITH_ZLIB_
#ifdef NO_IRR_COMPILE_WITH_ZLIB_
#undef _IRR_COMPILE_WITH_ZLIB_
#endif
#endif
//! Define __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_ if you want to mount folders as archives
#define __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
#ifdef NO__IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
#undef __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
#endif
// Some cleanup and standard stuff
#ifdef _IRR_WINDOWS_API_
// To build Irrlicht as a static library, you must define _IRR_STATIC_LIB_ in both the
// Irrlicht build, *and* in the user application, before #including <irrlicht.h>
#ifndef _IRR_STATIC_LIB_
#ifdef IRRLICHT_EXPORTS
#define IRRLICHT_API __declspec(dllexport)
#else
#define IRRLICHT_API __declspec(dllimport)
#endif // IRRLICHT_EXPORT
#else
#define IRRLICHT_API
#endif // _IRR_STATIC_LIB_
// Declare the calling convention.
#if defined(_STDCALL_SUPPORTED)
#ifdef _WIN32
#define IRRCALLCONV __stdcall
#else
#define IRRCALLCONV __cdecl
#endif // STDCALL_SUPPORTED
#define IRRCALLCONV
#endif
#else // _IRR_WINDOWS_API_
// Force symbol export in shared libraries built with gcc.
#if defined(__GNUC__) && !defined(_IRR_STATIC_LIB_) && defined(IRRLICHT_EXPORTS)
#define IRRLICHT_API __attribute__ ((visibility("default")))
#else
#ifndef IRRLICHT_API
#define IRRLICHT_API
#endif
#define IRRCALLCONV
#endif // _IRR_WINDOWS_API_
#if defined(_IRR_SOLARIS_PLATFORM_)
#undef _IRR_COMPILE_WITH_JOYSTICK_EVENTS_
#endif
//! Define __IRR_HAS_S64 if the irr::s64 type should be enable (needs long long, available on most platforms, but not part of ISO C++ 98)
#define __IRR_HAS_S64
#ifdef NO__IRR_HAS_S64
#undef __IRR_HAS_S64
#endif
#ifndef __has_feature
#define __has_feature(x) 0 // Compatibility with non-clang compilers.
#endif
#ifdef _DEBUG
//! A few attributes are written in CSceneManager when _IRR_SCENEMANAGER_DEBUG is enabled
// NOTE: Those attributes were used always until 1.8.0 and became a global define for 1.8.1
// which is only enabled in debug because it had a large (sometimes >5%) impact on speed.
// A better solution in the long run is to break the interface and remove _all_ attribute
// access in functions like CSceneManager::drawAll and instead put that information in some
// own struct/class or in CSceneManager.
// See http://irrlicht.sourceforge.net/forum/viewtopic.php?f=2&t=48211 for the discussion.
#define _IRR_SCENEMANAGER_DEBUG
#ifdef NO_IRR_SCENEMANAGER_DEBUG
#undef _IRR_SCENEMANAGER_DEBUG
#endif
#endif
#endif // __IRR_COMPILE_CONFIG_H_INCLUDED__

View File

@ -14,6 +14,7 @@
#include "ICursorControl.h"
#include "ITimer.h"
#include "IOSOperator.h"
#include "IrrCompileConfig.h"
namespace irr
{
@ -34,6 +35,7 @@ namespace irr
namespace video {
class IContextManager;
extern "C" IRRLICHT_API bool IRRCALLCONV isDriverSupported(E_DRIVER_TYPE driver);
} // end namespace video
//! The Irrlicht device. You can create it with createDevice() or createDeviceEx().
@ -74,13 +76,17 @@ namespace irr
virtual bool run() = 0;
//! Cause the device to temporarily pause execution and let other processes run.
/** This should bring down processor usage without major
performance loss for Irrlicht */
/** This should bring down processor usage without major performance loss for Irrlicht.
But this is system dependent, so there's a chance your thread won't get control back quickly.
*/
virtual void yield() = 0;
//! Pause execution and let other processes to run for a specified amount of time.
/** It may not wait the full given time, as sleep may be interrupted
\param timeMs: Time to sleep for in milliseconds.
/** It may not wait the full given time, as sleep may be interrupted and also may wait longer on some OS.
\param timeMs: Time to sleep for in milliseconds. Note that the OS can round up this number.
On Windows you usually get at least 15ms sleep time minium for any value > 0.
So if you call this in your main loop you can't get more than 65 FPS anymore in your game.
On most Linux systems it's relatively exact, but also no guarantee.
\param pauseTimer: If true, pauses the device timer while sleeping
*/
virtual void sleep(u32 timeMs, bool pauseTimer=false) = 0;
@ -130,6 +136,11 @@ namespace irr
/** \param text: New text of the window caption. */
virtual void setWindowCaption(const wchar_t* text) = 0;
//! Sets the window icon.
/** \param img The icon texture.
\return False if no icon was set. */
virtual bool setWindowIcon(const video::IImage *img) = 0;
//! Returns if the window is active.
/** If the window is inactive,
nothing needs to be drawn. So if you don't want to draw anything
@ -166,6 +177,10 @@ namespace irr
/** \return True if window is fullscreen. */
virtual bool isFullscreen() const = 0;
//! Checks if the window could possibly be visible.
//! Currently, this only returns false when the app is paused on Android.
virtual bool isWindowVisible() const { return true; };
//! Get the current color format of the window
/** \return Color format of the window. */
virtual video::ECOLOR_FORMAT getColorFormat() const = 0;
@ -235,8 +250,8 @@ namespace irr
as this would consume joystick info that 3rd party libraries might rely on. Call this method to
activate joystick support in Irrlicht and to receive irr::SJoystickEvent events.
\param joystickInfo On return, this will contain an array of each joystick that was found and activated.
\return true if joysticks are supported on this device and _IRR_COMPILE_WITH_JOYSTICK_EVENTS_
is defined, false if joysticks are not supported or support is compiled out.
\return true if joysticks are supported on this device, false if joysticks are not
supported or support is compiled out.
*/
virtual bool activateJoysticks(core::array<SJoystickInfo>& joystickInfo) =0;
@ -305,42 +320,16 @@ namespace irr
used. */
virtual E_DEVICE_TYPE getType() const = 0;
//! Get the display density in dots per inch.
//! Returns 0.0f on failure.
virtual float getDisplayDensity() const = 0;
//! Check if a driver type is supported by the engine.
/** Even if true is returned the driver may not be available
for a configuration requested when creating the device. */
static bool isDriverSupported(video::E_DRIVER_TYPE driver)
{
switch (driver)
{
case video::EDT_NULL:
return true;
case video::EDT_OPENGL:
#ifdef _IRR_COMPILE_WITH_OPENGL_
return true;
#else
return false;
#endif
case video::EDT_OGLES1:
#ifdef _IRR_COMPILE_WITH_OGLES1_
return true;
#else
return false;
#endif
case video::EDT_OGLES2:
#ifdef _IRR_COMPILE_WITH_OGLES2_
return true;
#else
return false;
#endif
case video::EDT_WEBGL1:
#ifdef _IRR_COMPILE_WITH_WEBGL1_
return true;
#else
return false;
#endif
default:
return false;
}
return video::isDriverSupported(driver);
}
};

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_KEY_CODES_H_INCLUDED__
#define __IRR_KEY_CODES_H_INCLUDED__
#pragma once
namespace irr
{
@ -90,7 +89,7 @@ namespace irr
KEY_KEY_X = 0x58, // X key
KEY_KEY_Y = 0x59, // Y key
KEY_KEY_Z = 0x5A, // Z key
KEY_LWIN = 0x5B, // Left Windows key (Microsoft<EFBFBD> Natural<EFBFBD> keyboard)
KEY_LWIN = 0x5B, // Left Windows key (Microsoft Natural keyboard)
KEY_RWIN = 0x5C, // Right Windows key (Natural keyboard)
KEY_APPS = 0x5D, // Applications key (Natural keyboard)
KEY_SLEEP = 0x5F, // Computer Sleep key
@ -185,5 +184,4 @@ namespace irr
} // end namespace irr
#endif

View File

@ -44,7 +44,7 @@ const char* const sBuiltInVertexTypeNames[] =
struct S3DVertex
{
//! default constructor
S3DVertex() {}
S3DVertex() : Color(0xffffffff) {}
//! constructor
S3DVertex(f32 x, f32 y, f32 z, f32 nx, f32 ny, f32 nz, SColor c, f32 tu, f32 tv)
@ -142,7 +142,7 @@ struct S3DVertex2TCoords : public S3DVertex
: S3DVertex(pos, normal, color, tcoords), TCoords2(tcoords) {}
//! constructor from S3DVertex
S3DVertex2TCoords(S3DVertex& o) : S3DVertex(o) {}
S3DVertex2TCoords(const S3DVertex& o) : S3DVertex(o) {}
//! Second set of texture coordinates
core::vector2d<f32> TCoords2;
@ -150,21 +150,21 @@ struct S3DVertex2TCoords : public S3DVertex
//! Equality operator
bool operator==(const S3DVertex2TCoords& other) const
{
return ((static_cast<S3DVertex>(*this)==other) &&
return ((static_cast<S3DVertex>(*this)==static_cast<const S3DVertex&>(other)) &&
(TCoords2 == other.TCoords2));
}
//! Inequality operator
bool operator!=(const S3DVertex2TCoords& other) const
{
return ((static_cast<S3DVertex>(*this)!=other) ||
return ((static_cast<S3DVertex>(*this)!=static_cast<const S3DVertex&>(other)) ||
(TCoords2 != other.TCoords2));
}
bool operator<(const S3DVertex2TCoords& other) const
{
return ((static_cast<S3DVertex>(*this) < other) ||
((static_cast<S3DVertex>(*this) == other) && (TCoords2 < other.TCoords2)));
((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex&>(other)) && (TCoords2 < other.TCoords2)));
}
static E_VERTEX_TYPE getType()
@ -214,6 +214,9 @@ struct S3DVertexTangents : public S3DVertex
const core::vector3df& binormal=core::vector3df())
: S3DVertex(pos, normal, c, tcoords), Tangent(tangent), Binormal(binormal) { }
//! constructor from S3DVertex
S3DVertexTangents(const S3DVertex& o) : S3DVertex(o) {}
//! Tangent vector along the x-axis of the texture
core::vector3df Tangent;
@ -222,14 +225,14 @@ struct S3DVertexTangents : public S3DVertex
bool operator==(const S3DVertexTangents& other) const
{
return ((static_cast<S3DVertex>(*this)==other) &&
return ((static_cast<S3DVertex>(*this)==static_cast<const S3DVertex&>(other)) &&
(Tangent == other.Tangent) &&
(Binormal == other.Binormal));
}
bool operator!=(const S3DVertexTangents& other) const
{
return ((static_cast<S3DVertex>(*this)!=other) ||
return ((static_cast<S3DVertex>(*this)!=static_cast<const S3DVertex&>(other)) ||
(Tangent != other.Tangent) ||
(Binormal != other.Binormal));
}
@ -237,8 +240,8 @@ struct S3DVertexTangents : public S3DVertex
bool operator<(const S3DVertexTangents& other) const
{
return ((static_cast<S3DVertex>(*this) < other) ||
((static_cast<S3DVertex>(*this) == other) && (Tangent < other.Tangent)) ||
((static_cast<S3DVertex>(*this) == other) && (Tangent == other.Tangent) && (Binormal < other.Binormal)));
((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex&>(other)) && (Tangent < other.Tangent)) ||
((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex&>(other)) && (Tangent == other.Tangent) && (Binormal < other.Binormal)));
}
static E_VERTEX_TYPE getType()

View File

@ -147,13 +147,6 @@ namespace scene
return Meshes[0]->getMeshBuffer(material);
}
//! Set a material flag for all meshbuffers of this mesh.
void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override
{
for (u32 i=0; i<Meshes.size(); ++i)
Meshes[i]->setMaterialFlag(flag, newvalue);
}
//! set the hardware mapping hint, for driver
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
{

View File

@ -37,50 +37,6 @@ namespace video
//! Warning: This tends to be BGRA in memory (it's ARGB on file, but with usual big-endian memory it's flipped)
ECF_A8R8G8B8,
/** Compressed image formats. **/
//! DXT1 color format.
ECF_DXT1,
//! DXT2 color format.
ECF_DXT2,
//! DXT3 color format.
ECF_DXT3,
//! DXT4 color format.
ECF_DXT4,
//! DXT5 color format.
ECF_DXT5,
//! PVRTC RGB 2bpp.
ECF_PVRTC_RGB2,
//! PVRTC ARGB 2bpp.
ECF_PVRTC_ARGB2,
//! PVRTC RGB 4bpp.
ECF_PVRTC_RGB4,
//! PVRTC ARGB 4bpp.
ECF_PVRTC_ARGB4,
//! PVRTC2 ARGB 2bpp.
ECF_PVRTC2_ARGB2,
//! PVRTC2 ARGB 4bpp.
ECF_PVRTC2_ARGB4,
//! ETC1 RGB.
ECF_ETC1,
//! ETC2 RGB.
ECF_ETC2_RGB,
//! ETC2 ARGB.
ECF_ETC2_ARGB,
/** The following formats may only be used for render target textures. */
/** Floating point formats. */
@ -139,20 +95,6 @@ namespace video
"R5G6B5",
"R8G8B8",
"A8R8G8B8",
"DXT1",
"DXT2",
"DXT3",
"DXT4",
"DXT5",
"PVRTC_RGB2",
"PVRTC_ARGB2",
"PVRTC_RGB4",
"PVRTC_ARGB4",
"PVRTC2_ARGB2",
"PVRTC2_ARGB4",
"ETC1",
"ETC2_RGB",
"ETC2_ARGB",
"R16F",
"G16R16F",
"A16B16G16R16F",

View File

@ -5,12 +5,6 @@
#ifndef __S_EXPOSED_VIDEO_DATA_H_INCLUDED__
#define __S_EXPOSED_VIDEO_DATA_H_INCLUDED__
// forward declarations for internal pointers
struct IDirect3D9;
struct IDirect3DDevice9;
struct IDirect3D8;
struct IDirect3DDevice8;
namespace irr
{
namespace video
@ -27,19 +21,6 @@ struct SExposedVideoData
SExposedVideoData() {OpenGLWin32.HDc=0; OpenGLWin32.HRc=0; OpenGLWin32.HWnd=0;}
explicit SExposedVideoData(void* Window) {OpenGLWin32.HDc=0; OpenGLWin32.HRc=0; OpenGLWin32.HWnd=Window;}
struct SD3D9
{
//! Pointer to the IDirect3D9 interface
IDirect3D9* D3D9;
//! Pointer to the IDirect3DDevice9 interface
IDirect3DDevice9* D3DDev9;
//! Window handle.
/** Get with for example HWND h = reinterpret_cast<HWND>(exposedData.D3D9.HWnd) */
void* HWnd;
};
struct SOpenGLWin32
{
//! Private GDI Device Context.
@ -79,21 +60,6 @@ struct SExposedVideoData
void* Window;
};
struct SOpenGLiOS
{
//! The EAGLContext object.
void* Context;
//! The subview UIView object where the drawing happens.
void* View;
//! The UIViewController object.
void* ViewController;
//! The UIWindow object.
void* Window;
};
struct SOGLESAndroid
{
//! The ANativeWindow object.
@ -102,12 +68,10 @@ struct SExposedVideoData
union
{
SD3D9 D3D9;
SOpenGLWin32 OpenGLWin32;
SOpenGLLinux OpenGLLinux;
SOpenGLOSX OpenGLOSX;
SOpenGLFB OpenGLFB;
SOpenGLiOS OpenGLiOS;
SOGLESAndroid OGLESAndroid;
};
};

View File

@ -11,7 +11,7 @@
#include "ILogger.h"
#include "position2d.h"
#include "path.h"
#include "IrrCompileConfig.h"
#include "IrrCompileConfig.h" // for IRRLICHT_SDK_VERSION
namespace irr
{
@ -24,7 +24,7 @@ namespace irr
//! Constructs a SIrrlichtCreationParameters structure with default values.
SIrrlichtCreationParameters() :
DeviceType(EIDT_BEST),
DriverType(video::EDT_BURNINGSVIDEO),
DriverType(video::EDT_OPENGL),
WindowSize(core::dimension2d<u32>(800, 600)),
WindowPosition(core::position2di(-1,-1)),
Bits(32),
@ -40,7 +40,6 @@ namespace irr
Doublebuffer(true),
IgnoreInput(false),
Stereobuffer(false),
HighPrecisionFPU(false),
EventReceiver(0),
WindowId(0),
#ifdef _DEBUG
@ -48,12 +47,9 @@ namespace irr
#else
LoggingLevel(ELL_INFORMATION),
#endif
DisplayAdapter(0),
DriverMultithreaded(false),
UsePerformanceTimer(true),
SDK_version_do_not_use(IRRLICHT_SDK_VERSION),
PrivateData(0),
#if defined(_IRR_COMPILE_WITH_IOS_DEVICE_) || defined(_IRR_ANDROID_PLATFORM_) || defined(_IRR_EMSCRIPTEN_PLATFORM_)
#ifdef IRR_MOBILE_PATHS
OGLES2ShaderPath("media/Shaders/")
#else
OGLES2ShaderPath("../../media/Shaders/")
@ -84,13 +80,9 @@ namespace irr
Doublebuffer = other.Doublebuffer;
IgnoreInput = other.IgnoreInput;
Stereobuffer = other.Stereobuffer;
HighPrecisionFPU = other.HighPrecisionFPU;
EventReceiver = other.EventReceiver;
WindowId = other.WindowId;
LoggingLevel = other.LoggingLevel;
DisplayAdapter = other.DisplayAdapter;
DriverMultithreaded = other.DriverMultithreaded;
UsePerformanceTimer = other.UsePerformanceTimer;
PrivateData = other.PrivateData;
OGLES2ShaderPath = other.OGLES2ShaderPath;
return *this;
@ -108,9 +100,6 @@ namespace irr
E_DEVICE_TYPE DeviceType;
//! Type of video driver used to render graphics.
/** This can currently be video::EDT_NULL, video::EDT_SOFTWARE,
video::EDT_BURNINGSVIDEO, video::EDT_DIRECT3D9, and video::EDT_OPENGL.
Default: EDT_BURNINGSVIDEO. */
video::E_DRIVER_TYPE DriverType;
//! Size of the window or the video mode in fullscreen mode. Default: 800x600
@ -219,15 +208,6 @@ namespace irr
Default value: false */
bool Stereobuffer;
//! Specifies if the device should use high precision FPU setting
/** This is only relevant for DirectX Devices, which switch to
low FPU precision by default for performance reasons. However,
this may lead to problems with the other computations of the
application. In this case setting this flag to true should help
- on the expense of performance loss, though.
Default value: false */
bool HighPrecisionFPU;
//! A user created event receiver.
IEventReceiver* EventReceiver;
@ -235,7 +215,6 @@ namespace irr
/** If this is set to a value other than 0, the Irrlicht Engine
will be created in an already existing window.
For Windows, set this to the HWND of the window you want.
For iOS, assign UIView to this variable.
The windowSize and FullScreen options will be ignored when using
the WindowId parameter. Default this is set to 0.
To make Irrlicht run inside the custom window, you still will
@ -293,23 +272,6 @@ namespace irr
*/
ELOG_LEVEL LoggingLevel;
//! Allows to select which graphic card is used for rendering when more than one card is in the system.
/** So far only supported on D3D */
u32 DisplayAdapter;
//! Create the driver multithreaded.
/** Default is false. Enabling this can slow down your application.
Note that this does _not_ make Irrlicht threadsafe, but only the underlying driver-API for the graphiccard.
So far only supported on D3D. */
bool DriverMultithreaded;
//! Enables use of high performance timers on Windows platform.
/** When performance timers are not used, standard GetTickCount()
is used instead which usually has worse resolution, but also less
problems with speed stepping and other techniques.
*/
bool UsePerformanceTimer;
//! Don't use or change this parameter.
/** Always set it to IRRLICHT_SDK_VERSION, which is done by default.
This is needed for sdk version checks. */

View File

@ -10,8 +10,9 @@
#include "irrArray.h"
#include "irrMath.h"
#include "EMaterialTypes.h"
#include "EMaterialFlags.h"
#include "EMaterialProps.h"
#include "SMaterialLayer.h"
#include "IrrCompileConfig.h" // for IRRLICHT_API
namespace irr
{
@ -227,19 +228,6 @@ namespace video
ECM_DIFFUSE_AND_AMBIENT
};
//! DEPRECATED. Will be removed after Irrlicht 1.9.
/** Flags for the definition of the polygon offset feature. These flags define whether the offset should be into the screen, or towards the eye. */
enum E_POLYGON_OFFSET
{
//! Push pixel towards the far plane, away from the eye
/** This is typically used for rendering inner areas. */
EPO_BACK=0,
//! Pull pixels towards the camera.
/** This is typically used for polygons which should appear on top
of other elements, such as decals. */
EPO_FRONT=1
};
//! Names for polygon offset direction
const c8* const PolygonOffsetDirectionNames[] =
{
@ -255,7 +243,7 @@ namespace video
EZW_OFF = 0,
//! This is the default setting for SMaterial and tries to handle things automatically.
//! This is also the value which is set when SMaterial::setFlag(EMF_ZWRITE_ENABLE) is enabled.
//! This is what you want to set to enable zwriting.
//! Usually zwriting is enabled non-transparent materials - as far as Irrlicht can recognize those.
//! Basically Irrlicht tries to handle the zwriting for you and assumes transparent materials don't need it.
//! This is addionally affected by IVideoDriver::setAllowZWriteOnTransparent
@ -280,7 +268,7 @@ namespace video
/** SMaterial might ignore some textures in most function, like assignment and comparison,
when SIrrlichtCreationParameters::MaxTextureUnits is set to a lower number.
*/
const u32 MATERIAL_MAX_TEXTURES = _IRR_MATERIAL_MAX_TEXTURES_;
const u32 MATERIAL_MAX_TEXTURES = 4;
//! Struct for holding parameters for a material renderer
// Note for implementors: Serialization is in CNullDriver
@ -288,21 +276,21 @@ namespace video
{
public:
//! Default constructor. Creates a solid, lit material with white colors
SMaterial()
: MaterialType(EMT_SOLID), AmbientColor(255,255,255,255), DiffuseColor(255,255,255,255),
EmissiveColor(0,0,0,0), SpecularColor(255,255,255,255),
Shininess(0.0f), MaterialTypeParam(0.0f), MaterialTypeParam2(0.0f), Thickness(1.0f),
ZBuffer(ECFN_LESSEQUAL), AntiAliasing(EAAM_SIMPLE), ColorMask(ECP_ALL),
ColorMaterial(ECM_DIFFUSE), BlendOperation(EBO_NONE), BlendFactor(0.0f),
PolygonOffsetFactor(0), PolygonOffsetDirection(EPO_FRONT),
PolygonOffsetDepthBias(0.f), PolygonOffsetSlopeScale(0.f),
Wireframe(false), PointCloud(false), GouraudShading(true),
Lighting(true), ZWriteEnable(EZW_AUTO), BackfaceCulling(true), FrontfaceCulling(false),
FogEnable(false), NormalizeNormals(false), UseMipMaps(true)
SMaterial() :
MaterialType(EMT_SOLID), AmbientColor(255, 255, 255, 255),
DiffuseColor(255, 255, 255, 255), EmissiveColor(0, 0, 0, 0),
SpecularColor(255, 255, 255, 255), Shininess(0.0f),
MaterialTypeParam(0.0f), Thickness(1.0f), ZBuffer(ECFN_LESSEQUAL),
AntiAliasing(EAAM_SIMPLE), ColorMask(ECP_ALL), ColorMaterial(ECM_DIFFUSE),
BlendOperation(EBO_NONE), BlendFactor(0.0f), PolygonOffsetDepthBias(0.f),
PolygonOffsetSlopeScale(0.f), Wireframe(false), PointCloud(false),
GouraudShading(true), Lighting(true), ZWriteEnable(EZW_AUTO),
BackfaceCulling(true), FrontfaceCulling(false), FogEnable(false),
NormalizeNormals(false), UseMipMaps(true)
{ }
//! Texture layer array.
SMaterialLayer TextureLayer[MATERIAL_MAX_TEXTURES];
SMaterialLayer TextureLayers[MATERIAL_MAX_TEXTURES];
//! Type of the material. Specifies how everything is blended together
E_MATERIAL_TYPE MaterialType;
@ -349,10 +337,6 @@ namespace video
EMT_TRANSPARENT_ALPHA_CHANNEL and EMT_ONETEXTURE_BLEND. */
f32 MaterialTypeParam;
//! Second free parameter, dependent on the material type.
/** Mostly ignored. */
f32 MaterialTypeParam2;
//! Thickness of non-3dimensional elements such as lines and points.
f32 Thickness;
@ -398,18 +382,6 @@ namespace video
(setting it to EBO_ADD is probably the most common one value). */
f32 BlendFactor;
//! DEPRECATED. Will be removed after Irrlicht 1.9. Please use PolygonOffsetDepthBias instead.
/** Factor specifying how far the polygon offset should be made.
Specifying 0 disables the polygon offset. The direction is specified separately.
The factor can be from 0 to 7.
Note: This probably never worked on Direct3D9 (was coded for D3D8 which had different value ranges) */
u8 PolygonOffsetFactor:3;
//! DEPRECATED. Will be removed after Irrlicht 1.9.
/** Flag defining the direction the polygon offset is applied to.
Can be to front or to back, specified by values from E_POLYGON_OFFSET. */
E_POLYGON_OFFSET PolygonOffsetDirection:1;
//! A constant z-buffer offset for a polygon/line/point
/** The range of the value is driver specific.
On OpenGL you get units which are multiplied by the smallest value that is guaranteed to produce a resolvable offset.
@ -429,9 +401,6 @@ namespace video
f32 PolygonOffsetSlopeScale;
//! Draw as wireframe or filled triangles? Default: false
/** The user can access a material flag using
\code material.Wireframe=true \endcode
or \code material.setFlag(EMF_WIREFRAME, true); \endcode */
bool Wireframe:1;
//! Draw as point cloud or filled triangles? Default: false
@ -465,12 +434,22 @@ namespace video
/** Sometimes, disabling mipmap usage can be useful. Default: true */
bool UseMipMaps:1;
//! Execute a function on all texture layers.
/** Useful for setting properties which are not per material, but per
texture layer, e.g. bilinear filtering. */
template <typename F>
void forEachTexture(F &&fn) {
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; i++) {
fn(TextureLayers[i]);
}
}
//! Gets the texture transformation matrix for level i
/** \param i The desired level. Must not be larger than MATERIAL_MAX_TEXTURES
\return Texture matrix for texture level i. */
core::matrix4& getTextureMatrix(u32 i)
{
return TextureLayer[i].getTextureMatrix();
return TextureLayers[i].getTextureMatrix();
}
//! Gets the immutable texture transformation matrix for level i
@ -479,7 +458,7 @@ namespace video
const core::matrix4& getTextureMatrix(u32 i) const
{
if (i<MATERIAL_MAX_TEXTURES)
return TextureLayer[i].getTextureMatrix();
return TextureLayers[i].getTextureMatrix();
else
return core::IdentityMatrix;
}
@ -491,7 +470,7 @@ namespace video
{
if (i>=MATERIAL_MAX_TEXTURES)
return;
TextureLayer[i].setTextureMatrix(mat);
TextureLayers[i].setTextureMatrix(mat);
}
//! Gets the i-th texture
@ -499,7 +478,7 @@ namespace video
\return Texture for texture level i, if defined, else 0. */
ITexture* getTexture(u32 i) const
{
return i < MATERIAL_MAX_TEXTURES ? TextureLayer[i].Texture : 0;
return i < MATERIAL_MAX_TEXTURES ? TextureLayers[i].Texture : 0;
}
//! Sets the i-th texture
@ -510,144 +489,7 @@ namespace video
{
if (i>=MATERIAL_MAX_TEXTURES)
return;
TextureLayer[i].Texture = tex;
}
//! Sets the Material flag to the given value
/** \param flag The flag to be set.
\param value The new value for the flag. */
void setFlag(E_MATERIAL_FLAG flag, bool value)
{
switch (flag)
{
case EMF_WIREFRAME:
Wireframe = value; break;
case EMF_POINTCLOUD:
PointCloud = value; break;
case EMF_GOURAUD_SHADING:
GouraudShading = value; break;
case EMF_LIGHTING:
Lighting = value; break;
case EMF_ZBUFFER:
ZBuffer = value; break;
case EMF_ZWRITE_ENABLE:
ZWriteEnable = value ? EZW_AUTO : EZW_OFF; break;
case EMF_BACK_FACE_CULLING:
BackfaceCulling = value; break;
case EMF_FRONT_FACE_CULLING:
FrontfaceCulling = value; break;
case EMF_BILINEAR_FILTER:
{
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
TextureLayer[i].BilinearFilter = value;
}
break;
case EMF_TRILINEAR_FILTER:
{
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
TextureLayer[i].TrilinearFilter = value;
}
break;
case EMF_ANISOTROPIC_FILTER:
{
if (value)
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
TextureLayer[i].AnisotropicFilter = 0xFF;
else
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
TextureLayer[i].AnisotropicFilter = 0;
}
break;
case EMF_FOG_ENABLE:
FogEnable = value; break;
case EMF_NORMALIZE_NORMALS:
NormalizeNormals = value; break;
case EMF_TEXTURE_WRAP:
{
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
TextureLayer[i].TextureWrapU = (E_TEXTURE_CLAMP)value;
TextureLayer[i].TextureWrapV = (E_TEXTURE_CLAMP)value;
TextureLayer[i].TextureWrapW = (E_TEXTURE_CLAMP)value;
}
}
break;
case EMF_ANTI_ALIASING:
AntiAliasing = value?EAAM_SIMPLE:EAAM_OFF; break;
case EMF_COLOR_MASK:
ColorMask = value?ECP_ALL:ECP_NONE; break;
case EMF_COLOR_MATERIAL:
ColorMaterial = value?ECM_DIFFUSE:ECM_NONE; break;
case EMF_USE_MIP_MAPS:
UseMipMaps = value; break;
case EMF_BLEND_OPERATION:
BlendOperation = value?EBO_ADD:EBO_NONE; break;
case EMF_BLEND_FACTOR:
break;
case EMF_POLYGON_OFFSET:
PolygonOffsetFactor = value?1:0;
PolygonOffsetDirection = EPO_BACK;
PolygonOffsetSlopeScale = value?1.f:0.f;
PolygonOffsetDepthBias = value?1.f:0.f;
default:
break;
}
}
//! Gets the Material flag
/** \param flag The flag to query.
\return The current value of the flag. */
bool getFlag(E_MATERIAL_FLAG flag) const
{
switch (flag)
{
case EMF_WIREFRAME:
return Wireframe;
case EMF_POINTCLOUD:
return PointCloud;
case EMF_GOURAUD_SHADING:
return GouraudShading;
case EMF_LIGHTING:
return Lighting;
case EMF_ZBUFFER:
return ZBuffer!=ECFN_DISABLED;
case EMF_ZWRITE_ENABLE:
return ZWriteEnable != EZW_OFF;
case EMF_BACK_FACE_CULLING:
return BackfaceCulling;
case EMF_FRONT_FACE_CULLING:
return FrontfaceCulling;
case EMF_BILINEAR_FILTER:
return TextureLayer[0].BilinearFilter;
case EMF_TRILINEAR_FILTER:
return TextureLayer[0].TrilinearFilter;
case EMF_ANISOTROPIC_FILTER:
return TextureLayer[0].AnisotropicFilter!=0;
case EMF_FOG_ENABLE:
return FogEnable;
case EMF_NORMALIZE_NORMALS:
return NormalizeNormals;
case EMF_TEXTURE_WRAP:
return !(TextureLayer[0].TextureWrapU ||
TextureLayer[0].TextureWrapV ||
TextureLayer[0].TextureWrapW);
case EMF_ANTI_ALIASING:
return (AntiAliasing==1);
case EMF_COLOR_MASK:
return (ColorMask!=ECP_NONE);
case EMF_COLOR_MATERIAL:
return (ColorMaterial != ECM_NONE);
case EMF_USE_MIP_MAPS:
return UseMipMaps;
case EMF_BLEND_OPERATION:
return BlendOperation != EBO_NONE;
case EMF_BLEND_FACTOR:
return BlendFactor != 0.f;
case EMF_POLYGON_OFFSET:
return PolygonOffsetFactor != 0 || PolygonOffsetDepthBias != 0.f;
}
return false;
TextureLayers[i].Texture = tex;
}
//! Inequality operator
@ -663,7 +505,6 @@ namespace video
SpecularColor != b.SpecularColor ||
Shininess != b.Shininess ||
MaterialTypeParam != b.MaterialTypeParam ||
MaterialTypeParam2 != b.MaterialTypeParam2 ||
Thickness != b.Thickness ||
Wireframe != b.Wireframe ||
PointCloud != b.PointCloud ||
@ -680,15 +521,13 @@ namespace video
ColorMaterial != b.ColorMaterial ||
BlendOperation != b.BlendOperation ||
BlendFactor != b.BlendFactor ||
PolygonOffsetFactor != b.PolygonOffsetFactor ||
PolygonOffsetDirection != b.PolygonOffsetDirection ||
PolygonOffsetDepthBias != b.PolygonOffsetDepthBias ||
PolygonOffsetSlopeScale != b.PolygonOffsetSlopeScale ||
UseMipMaps != b.UseMipMaps
;
for (u32 i=0; (i<MATERIAL_MAX_TEXTURES) && !different; ++i)
{
different |= (TextureLayer[i] != b.TextureLayer[i]);
different |= (TextureLayers[i] != b.TextureLayers[i]);
}
return different;
}
@ -727,10 +566,8 @@ namespace video
//! as it asks the material renders directly what they do with the material.
bool isTransparent() const
{
if ( MaterialType==EMT_TRANSPARENT_ADD_COLOR ||
MaterialType==EMT_TRANSPARENT_ALPHA_CHANNEL ||
MaterialType==EMT_TRANSPARENT_VERTEX_ALPHA ||
MaterialType==EMT_TRANSPARENT_REFLECTION_2_LAYER )
if ( MaterialType==EMT_TRANSPARENT_ALPHA_CHANNEL ||
MaterialType==EMT_TRANSPARENT_VERTEX_ALPHA )
return true;
return false;

View File

@ -43,6 +43,32 @@ namespace video
"texture_clamp_mirror_clamp_to_edge",
"texture_clamp_mirror_clamp_to_border", 0};
//! Texture minification filter.
/** Used when scaling textures down. See the documentation on OpenGL's
`GL_TEXTURE_MIN_FILTER` for more information. */
enum E_TEXTURE_MIN_FILTER {
//! Aka nearest-neighbor.
ETMINF_NEAREST_MIPMAP_NEAREST = 0,
//! Aka bilinear.
ETMINF_LINEAR_MIPMAP_NEAREST,
//! Isn't known by any other name.
ETMINF_NEAREST_MIPMAP_LINEAR,
//! Aka trilinear.
ETMINF_LINEAR_MIPMAP_LINEAR,
};
//! Texture magnification filter.
/** Used when scaling textures up. See the documentation on OpenGL's
`GL_TEXTURE_MAG_FILTER` for more information.
Note that mipmaps are only used for minification, not for magnification. */
enum E_TEXTURE_MAG_FILTER {
//! Aka nearest-neighbor.
ETMAGF_NEAREST = 0,
//! Aka bilinear.
ETMAGF_LINEAR,
};
//! Struct for holding material parameters which exist per texture layer
// Note for implementors: Serialization is in CNullDriver
class SMaterialLayer
@ -50,7 +76,7 @@ namespace video
public:
//! Default constructor
SMaterialLayer() : Texture(0), TextureWrapU(ETC_REPEAT), TextureWrapV(ETC_REPEAT), TextureWrapW(ETC_REPEAT),
BilinearFilter(true), TrilinearFilter(false), AnisotropicFilter(0), LODBias(0), TextureMatrix(0)
MinFilter(ETMINF_LINEAR_MIPMAP_NEAREST), MagFilter(ETMAGF_LINEAR), AnisotropicFilter(0), LODBias(0), TextureMatrix(0)
{
}
@ -104,8 +130,8 @@ namespace video
TextureWrapU = other.TextureWrapU;
TextureWrapV = other.TextureWrapV;
TextureWrapW = other.TextureWrapW;
BilinearFilter = other.BilinearFilter;
TrilinearFilter = other.TrilinearFilter;
MinFilter = other.MinFilter;
MagFilter = other.MagFilter;
AnisotropicFilter = other.AnisotropicFilter;
LODBias = other.LODBias;
@ -157,8 +183,8 @@ namespace video
TextureWrapU != b.TextureWrapU ||
TextureWrapV != b.TextureWrapV ||
TextureWrapW != b.TextureWrapW ||
BilinearFilter != b.BilinearFilter ||
TrilinearFilter != b.TrilinearFilter ||
MinFilter != b.MinFilter ||
MagFilter != b.MagFilter ||
AnisotropicFilter != b.AnisotropicFilter ||
LODBias != b.LODBias;
if (different)
@ -184,13 +210,11 @@ namespace video
u8 TextureWrapV:4;
u8 TextureWrapW:4;
//! Is bilinear filtering enabled? Default: true
bool BilinearFilter:1;
//! Minification (downscaling) filter
E_TEXTURE_MIN_FILTER MinFilter;
//! Is trilinear filtering enabled? Default: false
/** If the trilinear filter flag is enabled,
the bilinear filtering flag is ignored. */
bool TrilinearFilter:1;
//! Magnification (upscaling) filter
E_TEXTURE_MAG_FILTER MagFilter;
//! Is anisotropic filtering enabled? Default: 0, disabled
/** In Irrlicht you can use anisotropic texture filtering

View File

@ -117,13 +117,6 @@ namespace scene
}
}
//! sets a flag of all contained materials to a new value
void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override
{
for (u32 i=0; i<MeshBuffers.size(); ++i)
MeshBuffers[i]->getMaterial().setFlag(flag, newvalue);
}
//! set the hardware mapping hint, for driver
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
{

View File

@ -18,16 +18,16 @@ namespace video
SMaterial Material;
//! Which values are overridden
/** OR'ed values from E_MATERIAL_FLAGS. */
u32 EnableFlags;
/** OR'ed values from E_MATERIAL_PROPS. */
u32 EnableProps;
//! For those flags in EnableFlags which affect layers, set which of the layers are affected
bool EnableLayerFlags[MATERIAL_MAX_TEXTURES];
//! For those properties in EnableProps which affect layers, set which of the layers are affected
bool EnableLayerProps[MATERIAL_MAX_TEXTURES];
//! Which textures are overridden
bool EnableTextures[MATERIAL_MAX_TEXTURES];
//! Overwrite complete layers (settings of EnableLayerFlags and EnableTextures don't matter then for layer data)
//! Overwrite complete layers (settings of EnableLayerProps and EnableTextures don't matter then for layer data)
bool EnableLayers[MATERIAL_MAX_TEXTURES];
//! Set in which render passes the material override is active.
@ -59,19 +59,19 @@ namespace video
core::array<SMaterialTypeReplacement> MaterialTypes;
//! Default constructor
SOverrideMaterial() : EnableFlags(0), EnablePasses(0), Enabled(false)
SOverrideMaterial() : EnableProps(0), EnablePasses(0), Enabled(false)
{
}
//! disable overrides and reset all flags
//! disable overrides and reset all properties
void reset()
{
EnableFlags = 0;
EnableProps = 0;
EnablePasses = 0;
Enabled = false;
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i)
{
EnableLayerFlags[i] = true; // doesn't do anything unless EnableFlags is set, just saying by default all texture layers are affected by flags
EnableLayerProps[i] = true; // doesn't do anything unless EnableProps is set, just saying by default all texture layers are affected by properties
EnableTextures[i] = false;
EnableLayers[i] = false;
}
@ -92,67 +92,65 @@ namespace video
for (u32 f=0; f<32; ++f)
{
const u32 num=(1<<f);
if (EnableFlags & num)
if (EnableProps & num)
{
switch (num)
{
case EMF_WIREFRAME: material.Wireframe = Material.Wireframe; break;
case EMF_POINTCLOUD: material.PointCloud = Material.PointCloud; break;
case EMF_GOURAUD_SHADING: material.GouraudShading = Material.GouraudShading; break;
case EMF_LIGHTING: material.Lighting = Material.Lighting; break;
case EMF_ZBUFFER: material.ZBuffer = Material.ZBuffer; break;
case EMF_ZWRITE_ENABLE: material.ZWriteEnable = Material.ZWriteEnable; break;
case EMF_BACK_FACE_CULLING: material.BackfaceCulling = Material.BackfaceCulling; break;
case EMF_FRONT_FACE_CULLING: material.FrontfaceCulling = Material.FrontfaceCulling; break;
case EMF_BILINEAR_FILTER:
case EMP_WIREFRAME: material.Wireframe = Material.Wireframe; break;
case EMP_POINTCLOUD: material.PointCloud = Material.PointCloud; break;
case EMP_GOURAUD_SHADING: material.GouraudShading = Material.GouraudShading; break;
case EMP_LIGHTING: material.Lighting = Material.Lighting; break;
case EMP_ZBUFFER: material.ZBuffer = Material.ZBuffer; break;
case EMP_ZWRITE_ENABLE: material.ZWriteEnable = Material.ZWriteEnable; break;
case EMP_BACK_FACE_CULLING: material.BackfaceCulling = Material.BackfaceCulling; break;
case EMP_FRONT_FACE_CULLING: material.FrontfaceCulling = Material.FrontfaceCulling; break;
case EMP_MIN_FILTER:
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
if ( EnableLayerFlags[i] )
if ( EnableLayerProps[i] )
{
material.TextureLayer[i].BilinearFilter = Material.TextureLayer[i].BilinearFilter;
material.TextureLayers[i].MinFilter = Material.TextureLayers[i].MinFilter;
}
}
break;
case EMF_TRILINEAR_FILTER:
case EMP_MAG_FILTER:
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
if ( EnableLayerFlags[i] )
if ( EnableLayerProps[i] )
{
material.TextureLayer[i].TrilinearFilter = Material.TextureLayer[i].TrilinearFilter;
material.TextureLayers[i].MagFilter = Material.TextureLayers[i].MagFilter;
}
}
break;
case EMF_ANISOTROPIC_FILTER:
case EMP_ANISOTROPIC_FILTER:
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
if ( EnableLayerFlags[i] )
if ( EnableLayerProps[i] )
{
material.TextureLayer[i].AnisotropicFilter = Material.TextureLayer[i].AnisotropicFilter;
material.TextureLayers[i].AnisotropicFilter = Material.TextureLayers[i].AnisotropicFilter;
}
}
break;
case EMF_FOG_ENABLE: material.FogEnable = Material.FogEnable; break;
case EMF_NORMALIZE_NORMALS: material.NormalizeNormals = Material.NormalizeNormals; break;
case EMF_TEXTURE_WRAP:
case EMP_FOG_ENABLE: material.FogEnable = Material.FogEnable; break;
case EMP_NORMALIZE_NORMALS: material.NormalizeNormals = Material.NormalizeNormals; break;
case EMP_TEXTURE_WRAP:
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
if ( EnableLayerFlags[i] )
if ( EnableLayerProps[i] )
{
material.TextureLayer[i].TextureWrapU = Material.TextureLayer[i].TextureWrapU;
material.TextureLayer[i].TextureWrapV = Material.TextureLayer[i].TextureWrapV;
material.TextureLayer[i].TextureWrapW = Material.TextureLayer[i].TextureWrapW;
material.TextureLayers[i].TextureWrapU = Material.TextureLayers[i].TextureWrapU;
material.TextureLayers[i].TextureWrapV = Material.TextureLayers[i].TextureWrapV;
material.TextureLayers[i].TextureWrapW = Material.TextureLayers[i].TextureWrapW;
}
}
break;
case EMF_ANTI_ALIASING: material.AntiAliasing = Material.AntiAliasing; break;
case EMF_COLOR_MASK: material.ColorMask = Material.ColorMask; break;
case EMF_COLOR_MATERIAL: material.ColorMaterial = Material.ColorMaterial; break;
case EMF_USE_MIP_MAPS: material.UseMipMaps = Material.UseMipMaps; break;
case EMF_BLEND_OPERATION: material.BlendOperation = Material.BlendOperation; break;
case EMF_BLEND_FACTOR: material.BlendFactor = Material.BlendFactor; break;
case EMF_POLYGON_OFFSET:
material.PolygonOffsetDirection = Material.PolygonOffsetDirection;
material.PolygonOffsetFactor = Material.PolygonOffsetFactor;
case EMP_ANTI_ALIASING: material.AntiAliasing = Material.AntiAliasing; break;
case EMP_COLOR_MASK: material.ColorMask = Material.ColorMask; break;
case EMP_COLOR_MATERIAL: material.ColorMaterial = Material.ColorMaterial; break;
case EMP_USE_MIP_MAPS: material.UseMipMaps = Material.UseMipMaps; break;
case EMP_BLEND_OPERATION: material.BlendOperation = Material.BlendOperation; break;
case EMP_BLEND_FACTOR: material.BlendFactor = Material.BlendFactor; break;
case EMP_POLYGON_OFFSET:
material.PolygonOffsetDepthBias = Material.PolygonOffsetDepthBias;
material.PolygonOffsetSlopeScale = Material.PolygonOffsetSlopeScale;
break;
@ -163,11 +161,11 @@ namespace video
{
if ( EnableLayers[i] )
{
material.TextureLayer[i] = Material.TextureLayer[i];
material.TextureLayers[i] = Material.TextureLayers[i];
}
else if ( EnableTextures[i] )
{
material.TextureLayer[i].Texture = Material.TextureLayer[i].Texture;
material.TextureLayers[i].Texture = Material.TextureLayers[i].Texture;
}
}
}

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_AABBOX_3D_H_INCLUDED__
#define __IRR_AABBOX_3D_H_INCLUDED__
#pragma once
#include "irrMath.h"
#include "plane3d.h"
@ -364,6 +363,3 @@ class aabbox3d
} // end namespace core
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_CORE_UTIL_H_INCLUDED__
#define __IRR_CORE_UTIL_H_INCLUDED__
#pragma once
#include "irrString.h"
#include "path.h"
@ -202,4 +201,3 @@ inline bool isupper(s32 c) { return c >= 'A' && c <= 'Z'; }
} // end namespace core
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_DIMENSION2D_H_INCLUDED__
#define __IRR_DIMENSION2D_H_INCLUDED__
#pragma once
#include "irrTypes.h"
#include "irrMath.h" // for irr::core::equals()
@ -220,5 +219,4 @@ namespace core
} // end namespace core
} // end namespace irr
#endif

View File

@ -5,7 +5,6 @@
#ifndef __EXAMPLE_HELPER_H_INCLUDED__
#define __EXAMPLE_HELPER_H_INCLUDED__
#include "IrrCompileConfig.h"
#include "path.h"
namespace irr
@ -13,7 +12,7 @@ namespace irr
static io::path getExampleMediaPath()
{
#if defined (_IRR_IOS_PLATFORM_) || defined (_IRR_ANDROID_PLATFORM_) || defined (_IRR_OSX_PLATFORM_) || defined (_IRR_EMSCRIPTEN_PLATFORM_)
#ifdef IRR_MOBILE_PATHS
return io::path("media/");
#else
return io::path("../../media/");

View File

@ -2,9 +2,7 @@
// This file is part of the "Irrlicht Engine" and the "irrXML" project.
// For conditions of distribution and use, see copyright notice in irrlicht.h and irrXML.h
#ifndef __IRR_ARRAY_H_INCLUDED__
#define __IRR_ARRAY_H_INCLUDED__
#pragma once
#include <algorithm>
#include <iterator>
#include <vector>
@ -243,7 +241,7 @@ public:
/** \return Size of elements in the array which are actually occupied. */
u32 size() const
{
return m_data.size();
return static_cast<u32>(m_data.size());
}
@ -319,7 +317,7 @@ public:
// *it = first element in [first, last) that is >= element, or last if not found.
if (*it < element || element < *it)
return -1;
return it - m_data.begin();
return static_cast<u32>(it - m_data.begin());
}
@ -337,8 +335,8 @@ public:
auto iters = std::equal_range(m_data.begin(), m_data.end(), element);
if (iters.first == iters.second)
return -1;
last = (iters.second - m_data.begin()) - 1;
return iters.first - m_data.begin();
last = static_cast<s32>((iters.second - m_data.begin()) - 1);
return static_cast<s32>(iters.first - m_data.begin());
}
@ -353,7 +351,7 @@ public:
auto it = std::find(m_data.begin(), m_data.end(), element);
if (it == m_data.end())
return -1;
return it - m_data.begin();
return static_cast<u32>(it - m_data.begin());
}
@ -438,5 +436,4 @@ private:
} // end namespace core
} // end namespace irr
#endif

View File

@ -2,15 +2,14 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_MATH_H_INCLUDED__
#define __IRR_MATH_H_INCLUDED__
#pragma once
#include "IrrCompileConfig.h"
#include "irrTypes.h"
#include <math.h>
#include <float.h>
#include <stdlib.h> // for abs() etc.
#include <limits.h> // For INT_MAX / UINT_MAX
#include <type_traits>
namespace irr
{
@ -19,11 +18,6 @@ namespace core
//! Rounding error constant often used when comparing f32 values.
const s32 ROUNDING_ERROR_S32 = 0;
#ifdef __IRR_HAS_S64
const s64 ROUNDING_ERROR_S64 = 0;
#endif
const f32 ROUNDING_ERROR_f32 = 0.000001f;
const f64 ROUNDING_ERROR_f64 = 0.00000001;
@ -174,32 +168,6 @@ namespace core
return ROUNDING_ERROR_f64;
}
template <>
inline s32 roundingError()
{
return ROUNDING_ERROR_S32;
}
template <>
inline u32 roundingError()
{
return ROUNDING_ERROR_S32;
}
#ifdef __IRR_HAS_S64
template <>
inline s64 roundingError()
{
return ROUNDING_ERROR_S64;
}
template <>
inline u64 roundingError()
{
return ROUNDING_ERROR_S64;
}
#endif
template <class T>
inline T relativeErrorFactor()
{
@ -218,13 +186,19 @@ namespace core
return 8;
}
//! returns if a equals b, taking possible rounding errors into account
template <class T>
inline bool equals(const T a, const T b, const T tolerance = roundingError<T>())
//! returns if a equals b, for types without rounding errors
template <class T, std::enable_if_t<std::is_integral<T>::value, bool> = true>
inline bool equals(const T a, const T b)
{
return (a + tolerance >= b) && (a - tolerance <= b);
return a == b;
}
//! returns if a equals b, taking possible rounding errors into account
template <class T, std::enable_if_t<std::is_floating_point<T>::value, bool> = true>
inline bool equals(const T a, const T b, const T tolerance = roundingError<T>())
{
return abs(a - b) <= tolerance;
}
//! returns if a equals b, taking relative error in form of factor
//! this particular function does not involve any division.
@ -310,13 +284,11 @@ namespace core
return a <= tolerance;
}
#ifdef __IRR_HAS_S64
//! returns if a equals zero, taking rounding errors into account
inline bool iszero(const s64 a, const s64 tolerance = 0)
{
return abs_(a) <= tolerance;
}
#endif
inline s32 s32_min(s32 a, s32 b)
{
@ -406,13 +378,11 @@ namespace core
return static_cast<s32>(squareroot(static_cast<f32>(f)));
}
#ifdef __IRR_HAS_S64
// calculate: sqrt ( x )
REALINLINE s64 squareroot(const s64 f)
{
return static_cast<s64>(squareroot(static_cast<f64>(f)));
}
#endif
// calculate: 1 / sqrt ( x )
REALINLINE f64 reciprocal_squareroot(const f64 x)
@ -488,4 +458,3 @@ namespace core
using irr::core::IR;
using irr::core::FR;
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine" and the "irrXML" project.
// For conditions of distribution and use, see copyright notice in irrlicht.h and irrXML.h
#ifndef __IRR_STRING_H_INCLUDED__
#define __IRR_STRING_H_INCLUDED__
#pragma once
#include "irrTypes.h"
#include <string>
@ -11,6 +10,8 @@
#include <cstdio>
#include <cstring>
#include <cwchar>
#include <codecvt>
#include <locale>
namespace irr
{
@ -35,8 +36,13 @@ outside the string class for explicit use.
// forward declarations
template <typename T>
class string;
static size_t multibyteToWString(string<wchar_t>& destination, const char* source, u32 sourceSize);
static size_t wStringToMultibyte(string<c8>& destination, const wchar_t* source, u32 sourceSize);
//! Typedef for character strings
typedef string<c8> stringc;
//! Typedef for wide character strings
typedef string<wchar_t> stringw;
//! Returns a character converted to lower case
static inline u32 locale_lower ( u32 x )
@ -260,7 +266,7 @@ public:
the trailing NUL. */
u32 size() const
{
return str.size();
return static_cast<u32>(str.size());
}
//! Informs if the string is empty or not.
@ -828,7 +834,7 @@ public:
if (!delimiter)
return 0;
const u32 oldSize=ret.size();
const u32 oldSize=static_cast<u32>(ret.size());
u32 tokenStartIdx = 0;
for (u32 i=0; i<size()+1; ++i)
@ -856,11 +862,14 @@ public:
else if (!ignoreEmptyTokens)
ret.push_back(string<T>());
return ret.size()-oldSize;
return static_cast<u32>(ret.size()-oldSize);
}
friend size_t multibyteToWString(string<wchar_t>& destination, const char* source, u32 sourceSize);
friend size_t wStringToMultibyte(string<c8>& destination, const wchar_t* source, u32 sourceSize);
// This function should not be used and is only kept for "CGUIFileOpenDialog::pathToStringW".
friend size_t multibyteToWString(stringw& destination, const stringc &source);
friend size_t utf8ToWString(stringw &destination, const char *source);
friend size_t wStringToUTF8(stringc &destination, const wchar_t *source);
private:
@ -879,10 +888,10 @@ private:
return len;
}
static inline u32 calclen(const char* p) {
return strlen(p);
return static_cast<u32>(strlen(p));
}
static inline u32 calclen(const wchar_t* p) {
return wcslen(p);
return static_cast<u32>(wcslen(p));
}
//! strcmp wrapper
@ -913,38 +922,18 @@ private:
};
//! Typedef for character strings
typedef string<c8> stringc;
//! Typedef for wide character strings
typedef string<wchar_t> stringw;
//! Convert multibyte string to wide-character string
/** Wrapper around mbstowcs from standard library, but directly using Irrlicht string class.
What the function does exactly depends on the LC_CTYPE of the current c locale.
\param destination Wide-character string receiving the converted source
\param source multibyte string
\return The number of wide characters written to destination, not including the eventual terminating null character or -1 when conversion failed */
static inline size_t multibyteToWString(string<wchar_t>& destination, const core::string<c8>& source)
{
return multibyteToWString(destination, source.c_str(), (u32)source.size());
}
\return The number of wide characters written to destination, not including the eventual terminating null character or -1 when conversion failed
//! Convert multibyte string to wide-character string
/** Wrapper around mbstowcs from standard library, but directly writing to Irrlicht string class.
What the function does exactly depends on the LC_CTYPE of the current c locale.
\param destination Wide-character string receiving the converted source
\param source multibyte string
\return The number of wide characters written to destination, not including the eventual terminating null character or -1 when conversion failed. */
static inline size_t multibyteToWString(string<wchar_t>& destination, const char* source)
This function should not be used and is only kept for "CGUIFileOpenDialog::pathToStringW". */
inline size_t multibyteToWString(stringw& destination, const core::stringc& source)
{
const u32 s = source ? (u32)strlen(source) : 0;
return multibyteToWString(destination, source, s);
}
u32 sourceSize = source.size();
//! Internally used by the other multibyteToWString functions
static size_t multibyteToWString(string<wchar_t>& destination, const char* source, u32 sourceSize)
{
if ( sourceSize )
{
destination.str.resize(sourceSize+1);
@ -952,7 +941,7 @@ static size_t multibyteToWString(string<wchar_t>& destination, const char* sourc
#pragma warning(push)
#pragma warning(disable: 4996) // 'mbstowcs': This function or variable may be unsafe. Consider using mbstowcs_s instead.
#endif
const size_t written = mbstowcs(&destination[0], source, (size_t)sourceSize);
const size_t written = mbstowcs(&destination[0], source.c_str(), (size_t)sourceSize);
#if defined(_MSC_VER)
#pragma warning(pop)
#endif
@ -975,55 +964,33 @@ static size_t multibyteToWString(string<wchar_t>& destination, const char* sourc
}
}
//! Same as multibyteToWString, but the other way around
static inline size_t wStringToMultibyte(string<c8>& destination, const core::string<wchar_t>& source)
inline size_t utf8ToWString(stringw &destination, const char *source)
{
return wStringToMultibyte(destination, source.c_str(), (u32)source.size());
std::wstring_convert<std::codecvt_utf8<wchar_t>> conv;
destination = conv.from_bytes(source);
return destination.size();
}
//! Same as multibyteToWString, but the other way around
static inline size_t wStringToMultibyte(string<c8>& destination, const wchar_t* source)
inline size_t utf8ToWString(stringw &destination, const stringc &source)
{
const u32 s = source ? (u32)wcslen(source) : 0;
return wStringToMultibyte(destination, source, s);
return utf8ToWString(destination, source.c_str());
}
//! Same as multibyteToWString, but the other way around
static size_t wStringToMultibyte(string<c8>& destination, const wchar_t* source, u32 sourceSize)
inline size_t wStringToUTF8(stringc &destination, const wchar_t *source)
{
if ( sourceSize )
{
destination.str.resize(sizeof(wchar_t)*sourceSize+1);
#if defined(_MSC_VER)
#pragma warning(push)
#pragma warning(disable: 4996) // 'wcstombs': This function or variable may be unsafe. Consider using wcstombs_s instead.
#endif
const size_t written = wcstombs(&destination[0], source, destination.size());
#if defined(_MSC_VER)
#pragma warning(pop)
#endif
if ( written != (size_t)-1 )
{
destination.str.resize(written);
std::wstring_convert<std::codecvt_utf8<wchar_t>> conv;
destination = conv.to_bytes(source);
return destination.size();
}
else
inline size_t wStringToUTF8(stringc &destination, const stringw &source)
{
// Likely character which got converted until the invalid character was encountered are in destination now.
// And it seems even 0-terminated, but I found no documentation anywhere that this (the 0-termination) is guaranteed :-(
destination.clear();
}
return written;
}
else
{
destination.clear();
return 0;
}
return wStringToUTF8(destination, source.c_str());
}
} // end namespace core
} // end namespace irr
#endif

View File

@ -2,10 +2,8 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_TYPES_H_INCLUDED__
#define __IRR_TYPES_H_INCLUDED__
#pragma once
#include "IrrCompileConfig.h"
#include <stdint.h>
namespace irr
@ -38,13 +36,11 @@ typedef uint32_t u32;
typedef int32_t s32;
#ifdef __IRR_HAS_S64
//! 64 bit unsigned variable.
typedef uint64_t u64;
//! 64 bit signed variable.
typedef int64_t s64;
#endif // __IRR_HAS_S64
@ -123,4 +119,3 @@ code like 'code', but some generate warnings so we use this macro here */
((irr::u32)(irr::u8)(c0) | ((irr::u32)(irr::u8)(c1) << 8) | \
((irr::u32)(irr::u8)(c2) << 16) | ((irr::u32)(irr::u8)(c3) << 24 ))
#endif // __IRR_TYPES_H_INCLUDED__

File diff suppressed because it is too large Load Diff

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@ -29,12 +29,9 @@
#ifndef __IRRLICHT_H_INCLUDED__
#define __IRRLICHT_H_INCLUDED__
#include "IrrCompileConfig.h"
#include "aabbox3d.h"
#include "CIndexBuffer.h"
#include "CMeshBuffer.h"
#include "coreutil.h"
#include "CVertexBuffer.h"
#include "dimension2d.h"
#include "ECullingTypes.h"
#include "EDebugSceneTypes.h"
@ -43,7 +40,7 @@
#include "EGUIAlignment.h"
#include "EGUIElementTypes.h"
#include "EHardwareBufferFlags.h"
#include "EMaterialFlags.h"
#include "EMaterialProps.h"
#include "EMaterialTypes.h"
#include "EMeshWriterEnums.h"
#include "ESceneNodeTypes.h"
@ -135,6 +132,7 @@
#include "triangle3d.h"
#include "vector2d.h"
#include "vector3d.h"
#include "IrrCompileConfig.h" // for IRRLICHT_API and IRRCALLCONV
/*! \mainpage Irrlicht Engine 1.9 API documentation
*
@ -255,8 +253,7 @@ namespace irr
//! Creates an Irrlicht device. The Irrlicht device is the root object for using the engine.
/** If you need more parameters to be passed to the creation of the Irrlicht Engine device,
use the createDeviceEx() function.
\param driverType: Type of the video driver to use. This can currently be video::EDT_NULL,
video::EDT_SOFTWARE, video::EDT_BURNINGSVIDEO, video::EDT_DIRECT3D9 and video::EDT_OPENGL.
\param driverType: Type of the video driver to use.
\param windowSize: Size of the window or the video mode in fullscreen mode.
\param bits: Bits per pixel in fullscreen mode. Ignored if windowed mode.
\param fullscreen: Should be set to true if the device should run in fullscreen. Otherwise
@ -271,7 +268,7 @@ namespace irr
device could not be created.
*/
extern "C" IRRLICHT_API IrrlichtDevice* IRRCALLCONV createDevice(
video::E_DRIVER_TYPE driverType = video::EDT_SOFTWARE,
video::E_DRIVER_TYPE driverType = video::EDT_OPENGL,
// parentheses are necessary for some compilers
const core::dimension2d<u32>& windowSize = (core::dimension2d<u32>(640,480)),
u32 bits = 32,
@ -280,16 +277,6 @@ namespace irr
bool vsync = false,
IEventReceiver* receiver = 0);
//! typedef for Function Pointer
typedef IrrlichtDevice* (IRRCALLCONV *funcptr_createDevice )(
video::E_DRIVER_TYPE driverType,
const core::dimension2d<u32>& windowSize,
u32 bits,
bool fullscreen,
bool stencilbuffer,
bool vsync,
IEventReceiver* receiver);
//! Creates an Irrlicht device with the option to specify advanced parameters.
/** Usually you should used createDevice() for creating an Irrlicht Engine device.
@ -302,10 +289,6 @@ namespace irr
extern "C" IRRLICHT_API IrrlichtDevice* IRRCALLCONV createDeviceEx(
const SIrrlichtCreationParameters& parameters);
//! typedef for Function Pointer
typedef IrrlichtDevice* (IRRCALLCONV *funcptr_createDeviceEx )( const SIrrlichtCreationParameters& parameters );
// THE FOLLOWING IS AN EMPTY LIST OF ALL SUB NAMESPACES
// EXISTING ONLY FOR THE DOCUMENTATION SOFTWARE DOXYGEN.

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_LINE_2D_H_INCLUDED__
#define __IRR_LINE_2D_H_INCLUDED__
#pragma once
#include "irrTypes.h"
#include "vector2d.h"
@ -66,7 +65,7 @@ class line2d
vector2d<T> getVector() const { return vector2d<T>( end.X - start.X, end.Y - start.Y); }
/*! Check if this segment intersects another segment,
or if segments are coincindent (colinear). */
or if segments are coincident (colinear). */
bool intersectAsSegments( const line2d<T>& other) const
{
// Taken from:
@ -83,7 +82,7 @@ class line2d
if (o1 != o2 && o3 != o4)
return true;
// Special Cases to check if segments are coolinear
// Special Cases to check if segments are colinear
if (o1 == 0 && other.start.isBetweenPoints( start, end)) return true;
if (o2 == 0 && other.end.isBetweenPoints( start, end)) return true;
if (o3 == 0 && start.isBetweenPoints( other.start, other.end)) return true;
@ -355,5 +354,4 @@ class line2d
} // end namespace core
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_LINE_3D_H_INCLUDED__
#define __IRR_LINE_3D_H_INCLUDED__
#pragma once
#include "irrTypes.h"
#include "vector3d.h"
@ -140,5 +139,4 @@ class line3d
} // end namespace core
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_MATRIX_H_INCLUDED__
#define __IRR_MATRIX_H_INCLUDED__
#pragma once
#include "irrMath.h"
#include "vector3d.h"
@ -12,6 +11,7 @@
#include "aabbox3d.h"
#include "rect.h"
#include "irrString.h"
#include "IrrCompileConfig.h" // for IRRLICHT_API
// enable this to keep track of changes to the matrix
// and make simpler identity check for seldom changing matrices
@ -142,7 +142,7 @@ namespace core
//! Set this matrix to the product of two matrices
/** Calculate b*a, no optimization used,
use it if you know you never have a identity matrix */
use it if you know you never have an identity matrix */
CMatrix4<T>& setbyproduct_nocheck(const CMatrix4<T>& other_a,const CMatrix4<T>& other_b );
//! Multiply by another matrix.
@ -150,7 +150,8 @@ namespace core
CMatrix4<T> operator*(const CMatrix4<T>& other) const;
//! Multiply by another matrix.
/** Calculate and return other*this */
/** Like calling: (*this) = (*this) * other
*/
CMatrix4<T>& operator*=(const CMatrix4<T>& other);
//! Multiply by scalar.
@ -186,14 +187,25 @@ namespace core
//! Make a rotation matrix from Euler angles. The 4th row and column are unmodified.
CMatrix4<T>& setRotationDegrees( const vector3d<T>& rotation );
//! Get the rotation, as set by setRotation() when you already know the scale.
/** If you already know the scale then this function is faster than the other getRotationDegrees overload.
NOTE: You will have the same end-rotation as used in setRotation, but it might not use the same axis values.
//! Get the rotation, as set by setRotation() when you already know the scale used to create the matrix
/** NOTE: The scale needs to be the correct one used to create this matrix.
You can _not_ use the result of getScale(), but have to save your scale
variable in another place (like ISceneNode does).
NOTE: No scale value can be 0 or the result is undefined.
NOTE: It does not necessarily return the *same* Euler angles as those set by setRotationDegrees(),
but the rotation will be equivalent, i.e. will have the same result when used to rotate a vector or node.
NOTE: It will (usually) give wrong results when further transformations have been added in the matrix (like shear).
WARNING: There have been troubles with this function over the years and we may still have missed some corner cases.
It's generally safer to keep the rotation and scale you used to create the matrix around and work with those.
*/
core::vector3d<T> getRotationDegrees(const vector3d<T>& scale) const;
//! Returns the rotation, as set by setRotation().
/** NOTE: You will have the same end-rotation as used in setRotation, but it might not use the same axis values.
NOTE: This only works correct if no other matrix operations have been done on the inner 3x3 matrix besides
setting rotation (so no scale/shear). Thought it (probably) works as long as scale doesn't flip handedness.
NOTE: It does not necessarily return the *same* Euler angles as those set by setRotationDegrees(),
but the rotation will be equivalent, i.e. will have the same result when used to rotate a vector or node.
*/
core::vector3d<T> getRotationDegrees() const;
@ -265,13 +277,6 @@ namespace core
void transformPlane( const core::plane3d<f32> &in, core::plane3d<f32> &out) const;
//! Transforms a axis aligned bounding box
/** The result box of this operation may not be accurate at all. For
correct results, use transformBoxEx() */
void transformBox(core::aabbox3d<f32>& box) const;
//! Transforms a axis aligned bounding box
/** The result box of this operation should be accurate, but this operation
is slower than transformBox(). */
void transformBoxEx(core::aabbox3d<f32>& box) const;
//! Multiplies this matrix by a 1x4 matrix
@ -827,11 +832,9 @@ namespace core
//! Returns the absolute values of the scales of the matrix.
/**
Note that this returns the absolute (positive) values unless only scale is set.
Unfortunately it does not appear to be possible to extract any original negative
values. The best that we could do would be to arbitrarily make one scale
negative if one or three of them were negative.
FIXME - return the original values.
Note: You only get back original values if the matrix only set the scale.
Otherwise the result is a scale you can use to normalize the matrix axes,
but it's usually no longer what you did set with setScale.
*/
template <class T>
inline vector3d<T> CMatrix4<T>::getScale() const
@ -894,33 +897,16 @@ namespace core
}
//! Returns a rotation that is equivalent to that set by setRotationDegrees().
/** This code was sent in by Chev. Note that it does not necessarily return
the *same* Euler angles as those set by setRotationDegrees(), but the rotation will
be equivalent, i.e. will have the same result when used to rotate a vector or node.
This code was originally written by by Chev.
//! Returns a rotation which (mostly) works in combination with the given scale
/**
This code was originally written by by Chev (assuming no scaling back then,
we can be blamed for all problems added by regarding scale)
*/
template <class T>
inline core::vector3d<T> CMatrix4<T>::getRotationDegrees(const vector3d<T>& scale_) const
{
const CMatrix4<T> &mat = *this;
core::vector3d<T> scale(scale_);
// we need to check for negative scale on to axes, which would bring up wrong results
if (scale.Y<0 && scale.Z<0)
{
scale.Y =-scale.Y;
scale.Z =-scale.Z;
}
else if (scale.X<0 && scale.Z<0)
{
scale.X =-scale.X;
scale.Z =-scale.Z;
}
else if (scale.X<0 && scale.Y<0)
{
scale.X =-scale.X;
scale.Y =-scale.Y;
}
const core::vector3d<f64> scale(core::iszero(scale_.X) ? FLT_MAX : scale_.X , core::iszero(scale_.Y) ? FLT_MAX : scale_.Y, core::iszero(scale_.Z) ? FLT_MAX : scale_.Z);
const core::vector3d<f64> invScale(core::reciprocal(scale.X),core::reciprocal(scale.Y),core::reciprocal(scale.Z));
f64 Y = -asin(core::clamp(mat[2]*invScale.X, -1.0, 1.0));
@ -929,7 +915,7 @@ namespace core
f64 rotx, roty, X, Z;
if (!core::iszero(C))
if (!core::iszero((T)C))
{
const f64 invC = core::reciprocal(C);
rotx = mat[10] * invC * invScale.Z;
@ -956,14 +942,37 @@ namespace core
}
//! Returns a rotation that is equivalent to that set by setRotationDegrees().
/** This code was sent in by Chev. Note that it does not necessarily return
the *same* Euler angles as those set by setRotationDegrees(), but the rotation will
be equivalent, i.e. will have the same result when used to rotate a vector or node.
This code was originally written by by Chev. */
template <class T>
inline core::vector3d<T> CMatrix4<T>::getRotationDegrees() const
{
return getRotationDegrees(getScale());
// Note: Using getScale() here make it look like it could do matrix decomposition.
// It can't! It works (or should work) as long as rotation doesn't flip the handedness
// aka scale swapping 1 or 3 axes. (I think we could catch that as well by comparing
// crossproduct of first 2 axes to direction of third axis, but TODO)
// And maybe it should also offer the solution for the simple calculation
// without regarding scaling as Irrlicht did before 1.7
core::vector3d<T> scale(getScale());
// We assume the matrix uses rotations instead of negative scaling 2 axes.
// Otherwise it fails even for some simple cases, like rotating around
// 2 axes by 180° which getScale thinks is a negative scaling.
if (scale.Y<0 && scale.Z<0)
{
scale.Y =-scale.Y;
scale.Z =-scale.Z;
}
else if (scale.X<0 && scale.Z<0)
{
scale.X =-scale.X;
scale.Z =-scale.Z;
}
else if (scale.X<0 && scale.Y<0)
{
scale.X =-scale.X;
scale.Y =-scale.Y;
}
return getRotationDegrees(scale);
}
@ -1155,10 +1164,10 @@ namespace core
template <class T>
inline void CMatrix4<T>::rotateVect( vector3df& vect ) const
{
vector3df tmp = vect;
vect.X = tmp.X*M[0] + tmp.Y*M[4] + tmp.Z*M[8];
vect.Y = tmp.X*M[1] + tmp.Y*M[5] + tmp.Z*M[9];
vect.Z = tmp.X*M[2] + tmp.Y*M[6] + tmp.Z*M[10];
vector3d<T> tmp(static_cast<T>(vect.X), static_cast<T>(vect.Y), static_cast<T>(vect.Z));
vect.X = static_cast<f32>(tmp.X*M[0] + tmp.Y*M[4] + tmp.Z*M[8]);
vect.Y = static_cast<f32>(tmp.X*M[1] + tmp.Y*M[5] + tmp.Z*M[9]);
vect.Z = static_cast<f32>(tmp.X*M[2] + tmp.Y*M[6] + tmp.Z*M[10]);
}
//! An alternate transform vector method, writing into a second vector
@ -1182,24 +1191,24 @@ namespace core
template <class T>
inline void CMatrix4<T>::inverseRotateVect( vector3df& vect ) const
{
vector3df tmp = vect;
vect.X = tmp.X*M[0] + tmp.Y*M[1] + tmp.Z*M[2];
vect.Y = tmp.X*M[4] + tmp.Y*M[5] + tmp.Z*M[6];
vect.Z = tmp.X*M[8] + tmp.Y*M[9] + tmp.Z*M[10];
vector3d<T> tmp(static_cast<T>(vect.X), static_cast<T>(vect.Y), static_cast<T>(vect.Z));
vect.X = static_cast<f32>(tmp.X*M[0] + tmp.Y*M[1] + tmp.Z*M[2]);
vect.Y = static_cast<f32>(tmp.X*M[4] + tmp.Y*M[5] + tmp.Z*M[6]);
vect.Z = static_cast<f32>(tmp.X*M[8] + tmp.Y*M[9] + tmp.Z*M[10]);
}
template <class T>
inline void CMatrix4<T>::transformVect( vector3df& vect) const
{
f32 vector[3];
T vector[3];
vector[0] = vect.X*M[0] + vect.Y*M[4] + vect.Z*M[8] + M[12];
vector[1] = vect.X*M[1] + vect.Y*M[5] + vect.Z*M[9] + M[13];
vector[2] = vect.X*M[2] + vect.Y*M[6] + vect.Z*M[10] + M[14];
vect.X = vector[0];
vect.Y = vector[1];
vect.Z = vector[2];
vect.X = static_cast<f32>(vector[0]);
vect.Y = static_cast<f32>(vector[1]);
vect.Z = static_cast<f32>(vector[2]);
}
template <class T>
@ -1261,22 +1270,6 @@ namespace core
transformPlane( out );
}
//! Transforms the edge-points of a bounding box
//! Deprecated as it's usually not what people need (regards only 2 corners, but other corners might be outside the box after transformation)
//! Use transformBoxEx instead.
template <class T>
_IRR_DEPRECATED_ inline void CMatrix4<T>::transformBox(core::aabbox3d<f32>& box) const
{
#if defined ( USE_MATRIX_TEST )
if (isIdentity())
return;
#endif
transformVect(box.MinEdge);
transformVect(box.MaxEdge);
box.repair();
}
//! Transforms a axis aligned bounding box more accurately than transformBox()
template <class T>
inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
@ -2063,7 +2056,7 @@ namespace core
core::vector3df v(vs);
v.normalize();
// cosinus angle
// cosine angle
T ca = f.dotProduct(t);
core::vector3df vt(v * (1 - ca));
@ -2124,7 +2117,7 @@ namespace core
// axis multiplication by sin
const core::vector3df vs = look.crossProduct(from);
// cosinus angle
// cosine angle
const f32 ca = from.dotProduct(look);
core::vector3df vt(up * (1.f - ca));
@ -2369,5 +2362,4 @@ namespace core
} // end namespace core
} // end namespace irr
#endif

View File

@ -5,13 +5,13 @@
#include <string>
#include <unordered_set>
#include "IrrCompileConfig.h"
#include "IrrCompileConfig.h" // for IRRLICHT_API
#include "irrTypes.h"
#include "IContextManager.h"
#include <KHR/khrplatform.h>
#ifndef APIENTRY
#define APIENTRY
#define APIENTRY KHRONOS_APIENTRY
#endif
#ifndef APIENTRYP
#define APIENTRYP APIENTRY *
@ -705,7 +705,6 @@ private:
typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC_MT) (GLenum mode, const void * indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);
typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC_MT) (GLenum mode, GLenum type, const void * indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);
typedef void (APIENTRYP PFNGLPOLYGONOFFSETCLAMPPROC_MT) (GLfloat factor, GLfloat units, GLfloat clamp);
typedef void (APIENTRYP PFNGLGENPERFMONITORSEXPROC_MT) (GLsizei n, GLuint * monitors);
typedef void (APIENTRYP PFNGLPRIMITIVEBOUNDINGBOXPROC_MT) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW);
typedef GLuint64 (APIENTRYP PFNGLGETTEXTUREHANDLEPROC_MT) (GLuint texture);
typedef GLuint64 (APIENTRYP PFNGLGETTEXTURESAMPLERHANDLEPROC_MT) (GLuint texture, GLuint sampler);
@ -781,9 +780,9 @@ public:
// Call this once after creating the context.
void LoadAllProcedures(irr::video::IContextManager *cmgr);
// Check if an extension is supported.
inline bool IsExtensionPresent(const std::string &ext)
inline bool IsExtensionPresent(const std::string &ext) const
{
return extensions.find(ext) != extensions.end();
return extensions.count(ext) > 0;
}
PFNGLCULLFACEPROC_MT CullFace = NULL;
@ -1436,7 +1435,6 @@ public:
PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC_MT MultiDrawArraysIndirectCount = NULL;
PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC_MT MultiDrawElementsIndirectCount = NULL;
PFNGLPOLYGONOFFSETCLAMPPROC_MT PolygonOffsetClamp = NULL;
PFNGLGENPERFMONITORSEXPROC_MT GenPerfMonitorsEX = NULL;
PFNGLPRIMITIVEBOUNDINGBOXPROC_MT PrimitiveBoundingBox = NULL;
PFNGLGETTEXTUREHANDLEPROC_MT GetTextureHandle = NULL;
PFNGLGETTEXTURESAMPLERHANDLEPROC_MT GetTextureSamplerHandle = NULL;
@ -3020,6 +3018,16 @@ public:
static constexpr const GLenum TEXTURE_SRGB_DECODE = 0x8A48;
static constexpr const GLenum DECODE = 0x8A49;
static constexpr const GLenum SKIP_DECODE = 0x8A4A;
static constexpr const GLenum ALPHA8 = 0x803C;
static constexpr const GLenum LUMINANCE8 = 0x8040;
static constexpr const GLenum LUMINANCE8_ALPHA8 = 0x8045;
static constexpr const GLenum ALPHA32F = 0x8816;
static constexpr const GLenum LUMINANCE32F = 0x8818;
static constexpr const GLenum LUMINANCE_ALPHA32F = 0x8819;
static constexpr const GLenum ALPHA16F = 0x881C;
static constexpr const GLenum LUMINANCE16F = 0x881E;
static constexpr const GLenum LUMINANCE_ALPHA16F = 0x881F;
static constexpr const GLenum BGRA8 = 0x93A1;
static constexpr const GLenum INCLUSIVE = 0x8F10;
static constexpr const GLenum EXCLUSIVE = 0x8F11;
static constexpr const GLenum WINDOW_RECTANGLE = 0x8F12;
@ -3044,10 +3052,7 @@ public:
static constexpr const GLenum GEOMETRY_LINKED_VERTICES_OUT = 0x8916;
static constexpr const GLenum GEOMETRY_LINKED_INPUT_TYPE = 0x8917;
static constexpr const GLenum GEOMETRY_LINKED_OUTPUT_TYPE = 0x8918;
static constexpr const GLenum ALPHA8 = 0x803C;
static constexpr const GLenum LUMINANCE4_ALPHA4 = 0x8043;
static constexpr const GLenum LUMINANCE8_ALPHA8 = 0x8045;
static constexpr const GLenum LUMINANCE8 = 0x8040;
static constexpr const GLenum FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET = 0x8CD4;
static constexpr const GLenum COMPRESSED_RGBA_ASTC_3x3x3 = 0x93C0;
static constexpr const GLenum COMPRESSED_RGBA_ASTC_4x3x3 = 0x93C1;
@ -3070,7 +3075,6 @@ public:
static constexpr const GLenum COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x5 = 0x93E8;
static constexpr const GLenum COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x6 = 0x93E9;
static constexpr const GLenum INT_10_10_10_2 = 0x8DF7;
static constexpr const GLenum BGRA8 = 0x93A1;
static constexpr const GLenum MALI_PROGRAM_BINARY_ARM = 0x8F61;
static constexpr const GLenum MALI_SHADER_BINARY_ARM = 0x8F60;
static constexpr const GLenum FETCH_PER_SAMPLE_ARM = 0x8F65;
@ -3080,8 +3084,37 @@ public:
static constexpr const GLenum SMAPHS_PROGRAM_BINARY_DMP = 0x9252;
static constexpr const GLenum DMP_PROGRAM_BINARY_DMP = 0x9253;
static constexpr const GLenum SHADER_BINARY_DMP = 0x9250;
static constexpr const GLenum SURFACE_COMPRESSION = 0x96C0;
static constexpr const GLenum SURFACE_COMPRESSION_FIXED_RATE_NONE = 0x96C1;
static constexpr const GLenum SURFACE_COMPRESSION_FIXED_RATE_DEFAULT = 0x96C2;
static constexpr const GLenum SAMPLER_EXTERNAL_2D_Y2Y = 0x8BE7;
static constexpr const GLenum GPU_DISJOINT = 0x8FBB;
static constexpr const GLenum SHADING_RATE_1X1_PIXELS = 0x96A6;
static constexpr const GLenum SHADING_RATE_1X2_PIXELS = 0x96A7;
static constexpr const GLenum SHADING_RATE_2X1_PIXELS = 0x96A8;
static constexpr const GLenum SHADING_RATE_2X2_PIXELS = 0x96A9;
static constexpr const GLenum SHADING_RATE_1X4_PIXELS = 0x96AA;
static constexpr const GLenum SHADING_RATE_4X1_PIXELS = 0x96AB;
static constexpr const GLenum SHADING_RATE_4X2_PIXELS = 0x96AC;
static constexpr const GLenum SHADING_RATE_2X4_PIXELS = 0x96AD;
static constexpr const GLenum SHADING_RATE_4X4_PIXELS = 0x96AE;
static constexpr const GLenum SHADING_RATE = 0x96D0;
static constexpr const GLenum SHADING_RATE_ATTACHMENT = 0x96D1;
static constexpr const GLenum FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP = 0x96D2;
static constexpr const GLenum FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE = 0x96D3;
static constexpr const GLenum FRAGMENT_SHADING_RATE_COMBINER_OP_MIN = 0x96D4;
static constexpr const GLenum FRAGMENT_SHADING_RATE_COMBINER_OP_MAX = 0x96D5;
static constexpr const GLenum FRAGMENT_SHADING_RATE_COMBINER_OP_MUL = 0x96D6;
static constexpr const GLenum MIN_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_WIDTH = 0x96D7;
static constexpr const GLenum MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_WIDTH = 0x96D8;
static constexpr const GLenum MIN_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_HEIGHT = 0x96D9;
static constexpr const GLenum MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_HEIGHT = 0x96DA;
static constexpr const GLenum MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_ASPECT_RATIO = 0x96DB;
static constexpr const GLenum MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_LAYERS = 0x96DC;
static constexpr const GLenum FRAGMENT_SHADING_RATE_WITH_SHADER_DEPTH_STENCIL_WRITES_SUPPORTED = 0x96DD;
static constexpr const GLenum FRAGMENT_SHADING_RATE_WITH_SAMPLE_MASK_SUPPORTED = 0x96DE;
static constexpr const GLenum FRAGMENT_SHADING_RATE_ATTACHMENT_WITH_DEFAULT_FRAMEBUFFER_SUPPORTED = 0x96DF;
static constexpr const GLenum FRAGMENT_SHADING_RATE_NON_TRIVIAL_COMBINERS_SUPPORTED = 0x8F6F;
static constexpr const GLenum TEXTURE_TILING = 0x9580;
static constexpr const GLenum DEDICATED_MEMORY_OBJECT = 0x9581;
static constexpr const GLenum PROTECTED_MEMORY_OBJECT = 0x959B;
@ -3136,12 +3169,19 @@ public:
static constexpr const GLenum COMPRESSED_SRGB_ALPHA_S3TC_DXT3 = 0x8C4E;
static constexpr const GLenum COMPRESSED_SRGB_ALPHA_S3TC_DXT5 = 0x8C4F;
static constexpr const GLenum TEXTURE_FORMAT_SRGB_OVERRIDE = 0x8FBF;
static constexpr const GLenum ALPHA32F = 0x8816;
static constexpr const GLenum LUMINANCE32F = 0x8818;
static constexpr const GLenum LUMINANCE_ALPHA32F = 0x8819;
static constexpr const GLenum ALPHA16F = 0x881C;
static constexpr const GLenum LUMINANCE16F = 0x881E;
static constexpr const GLenum LUMINANCE_ALPHA16F = 0x881F;
static constexpr const GLenum NUM_SURFACE_COMPRESSION_FIXED_RATES = 0x8F6E;
static constexpr const GLenum SURFACE_COMPRESSION_FIXED_RATE_1BPC = 0x96C4;
static constexpr const GLenum SURFACE_COMPRESSION_FIXED_RATE_2BPC = 0x96C5;
static constexpr const GLenum SURFACE_COMPRESSION_FIXED_RATE_3BPC = 0x96C6;
static constexpr const GLenum SURFACE_COMPRESSION_FIXED_RATE_4BPC = 0x96C7;
static constexpr const GLenum SURFACE_COMPRESSION_FIXED_RATE_5BPC = 0x96C8;
static constexpr const GLenum SURFACE_COMPRESSION_FIXED_RATE_6BPC = 0x96C9;
static constexpr const GLenum SURFACE_COMPRESSION_FIXED_RATE_7BPC = 0x96CA;
static constexpr const GLenum SURFACE_COMPRESSION_FIXED_RATE_8BPC = 0x96CB;
static constexpr const GLenum SURFACE_COMPRESSION_FIXED_RATE_9BPC = 0x96CC;
static constexpr const GLenum SURFACE_COMPRESSION_FIXED_RATE_10BPC = 0x96CD;
static constexpr const GLenum SURFACE_COMPRESSION_FIXED_RATE_11BPC = 0x96CE;
static constexpr const GLenum SURFACE_COMPRESSION_FIXED_RATE_12BPC = 0x96CF;
static constexpr const GLenum GCCSO_SHADER_BINARY_FJ = 0x9260;
static constexpr const GLenum STATE_RESTORE = 0x8BDC;
static constexpr const GLenum SHADER_BINARY_VIV = 0x8FC4;

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine" and the "irrXML" project.
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_PATH_H_INCLUDED__
#define __IRR_PATH_H_INCLUDED__
#pragma once
#include "irrString.h"
@ -87,4 +86,3 @@ private:
} // io
} // irr
#endif // __IRR_PATH_H_INCLUDED__

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_PLANE_3D_H_INCLUDED__
#define __IRR_PLANE_3D_H_INCLUDED__
#pragma once
#include "irrMath.h"
#include "vector3d.h"
@ -241,5 +240,4 @@ typedef plane3d<s32> plane3di;
} // end namespace core
} // end namespace irr
#endif

View File

@ -5,8 +5,7 @@
//! As of Irrlicht 1.6, position2d is a synonym for vector2d.
/** You should consider position2d to be deprecated, and use vector2d by preference. */
#ifndef __IRR_POSITION_H_INCLUDED__
#define __IRR_POSITION_H_INCLUDED__
#pragma once
#include "vector2d.h"
@ -28,5 +27,4 @@ typedef vector2d<s32> position2di;
// ...and use a #define to catch the rest, for (e.g.) position2d<f64>
#define position2d vector2d
#endif // __IRR_POSITION_H_INCLUDED__

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_QUATERNION_H_INCLUDED__
#define __IRR_QUATERNION_H_INCLUDED__
#pragma once
#include "irrTypes.h"
#include "irrMath.h"
@ -720,6 +719,8 @@ inline core::quaternion& quaternion::makeIdentity()
inline core::quaternion& quaternion::rotationFromTo(const vector3df& from, const vector3df& to)
{
// Based on Stan Melax's article in Game Programming Gems
// Optimized by Robert Eisele: https://raw.org/proof/quaternion-from-two-vectors
// Copy, since cannot modify local
vector3df v0 = from;
vector3df v1 = to;
@ -744,15 +745,12 @@ inline core::quaternion& quaternion::rotationFromTo(const vector3df& from, const
return set(axis.X, axis.Y, axis.Z, 0).normalize();
}
const f32 s = sqrtf( (1+d)*2 ); // optimize inv_sqrt
const f32 invs = 1.f / s;
const vector3df c = v0.crossProduct(v1)*invs;
return set(c.X, c.Y, c.Z, s * 0.5f).normalize();
const vector3df c = v0.crossProduct(v1);
return set(c.X, c.Y, c.Z, 1 + d).normalize();
}
} // end namespace core
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_RECT_H_INCLUDED__
#define __IRR_RECT_H_INCLUDED__
#pragma once
#include "irrTypes.h"
#include "dimension2d.h"
@ -284,5 +283,4 @@ namespace core
} // end namespace core
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_TRIANGLE_3D_H_INCLUDED__
#define __IRR_TRIANGLE_3D_H_INCLUDED__
#pragma once
#include "vector3d.h"
#include "line3d.h"
@ -100,8 +99,7 @@ namespace core
//! Check if a point is inside the triangle (border-points count also as inside)
/** This method uses a barycentric coordinate system.
It is faster than isPointInside but is more susceptible to floating point rounding
errors. This will especially be noticeable when the FPU is in single precision mode
(which is for example set on default by Direct3D).
errors.
\param p Point to test. Assumes that this point is already
on the plane of the triangle.
\return True if point is inside the triangle, otherwise false. */
@ -275,5 +273,4 @@ namespace core
} // end namespace core
} // end namespace irr
#endif

View File

@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_POINT_2D_H_INCLUDED__
#define __IRR_POINT_2D_H_INCLUDED__
#pragma once
#include "irrMath.h"
#include "dimension2d.h"
@ -76,47 +75,47 @@ public:
return *(&X+index);
}
//! sort in order X, Y. Equality with rounding tolerance.
//! sort in order X, Y.
bool operator<=(const vector2d<T>&other) const
{
return (X<other.X || core::equals(X, other.X)) ||
(core::equals(X, other.X) && (Y<other.Y || core::equals(Y, other.Y)));
return !(*this > other);
}
//! sort in order X, Y. Equality with rounding tolerance.
//! sort in order X, Y.
bool operator>=(const vector2d<T>&other) const
{
return (X>other.X || core::equals(X, other.X)) ||
(core::equals(X, other.X) && (Y>other.Y || core::equals(Y, other.Y)));
return !(*this < other);
}
//! sort in order X, Y. Difference must be above rounding tolerance.
//! sort in order X, Y.
bool operator<(const vector2d<T>&other) const
{
return (X<other.X && !core::equals(X, other.X)) ||
(core::equals(X, other.X) && Y<other.Y && !core::equals(Y, other.Y));
return X < other.X || (X == other.X && Y < other.Y);
}
//! sort in order X, Y. Difference must be above rounding tolerance.
//! sort in order X, Y.
bool operator>(const vector2d<T>&other) const
{
return (X>other.X && !core::equals(X, other.X)) ||
(core::equals(X, other.X) && Y>other.Y && !core::equals(Y, other.Y));
return X > other.X || (X == other.X && Y > other.Y);
}
bool operator==(const vector2d<T>& other) const { return equals(other); }
bool operator!=(const vector2d<T>& other) const { return !equals(other); }
bool operator==(const vector2d<T>& other) const {
return X == other.X && Y == other.Y;
}
bool operator!=(const vector2d<T>& other) const {
return !(*this == other);
}
// functions
//! Checks if this vector equals the other one.
/** Takes floating point rounding errors into account.
\param other Vector to compare with.
\param tolerance Epsilon value for both - comparing X and Y.
\return True if the two vector are (almost) equal, else false. */
bool equals(const vector2d<T>& other, const T tolerance = (T)ROUNDING_ERROR_f32 ) const
bool equals(const vector2d<T>& other) const
{
return core::equals(X, other.X, tolerance) && core::equals(Y, other.Y, tolerance);
return core::equals(X, other.X) && core::equals(Y, other.Y);
}
vector2d<T>& set(T nx, T ny) {X=nx; Y=ny; return *this; }
@ -143,7 +142,7 @@ public:
bool nearlyParallel( const vector2d<T> & other, const T factor = relativeErrorFactor<T>()) const
{
// https://eagergames.wordpress.com/2017/04/01/fast-parallel-lines-and-vectors-test/
// if a || b then a.x/a.y = b.x/b.y (similiar triangles)
// if a || b then a.x/a.y = b.x/b.y (similar triangles)
// if a || b then either both x are 0 or both y are 0.
return equalsRelative( X*other.Y, other.X* Y, factor)
@ -432,5 +431,4 @@ struct hash<irr::core::vector2d<T> >
}
#endif

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@ -2,8 +2,7 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_POINT_3D_H_INCLUDED__
#define __IRR_POINT_3D_H_INCLUDED__
#pragma once
#include "irrMath.h"
@ -69,57 +68,51 @@ namespace core
return *(&X+index);
}
//! sort in order X, Y, Z. Equality with rounding tolerance.
//! sort in order X, Y, Z.
bool operator<=(const vector3d<T>&other) const
{
return (X<other.X || core::equals(X, other.X)) ||
(core::equals(X, other.X) && (Y<other.Y || core::equals(Y, other.Y))) ||
(core::equals(X, other.X) && core::equals(Y, other.Y) && (Z<other.Z || core::equals(Z, other.Z)));
return !(*this > other);
}
//! sort in order X, Y, Z. Equality with rounding tolerance.
//! sort in order X, Y, Z.
bool operator>=(const vector3d<T>&other) const
{
return (X>other.X || core::equals(X, other.X)) ||
(core::equals(X, other.X) && (Y>other.Y || core::equals(Y, other.Y))) ||
(core::equals(X, other.X) && core::equals(Y, other.Y) && (Z>other.Z || core::equals(Z, other.Z)));
return !(*this < other);
}
//! sort in order X, Y, Z. Difference must be above rounding tolerance.
//! sort in order X, Y, Z.
bool operator<(const vector3d<T>&other) const
{
return (X<other.X && !core::equals(X, other.X)) ||
(core::equals(X, other.X) && Y<other.Y && !core::equals(Y, other.Y)) ||
(core::equals(X, other.X) && core::equals(Y, other.Y) && Z<other.Z && !core::equals(Z, other.Z));
return X < other.X || (X == other.X && Y < other.Y) ||
(X == other.X && Y == other.Y && Z < other.Z);
}
//! sort in order X, Y, Z. Difference must be above rounding tolerance.
//! sort in order X, Y, Z.
bool operator>(const vector3d<T>&other) const
{
return (X>other.X && !core::equals(X, other.X)) ||
(core::equals(X, other.X) && Y>other.Y && !core::equals(Y, other.Y)) ||
(core::equals(X, other.X) && core::equals(Y, other.Y) && Z>other.Z && !core::equals(Z, other.Z));
return X > other.X || (X == other.X && Y > other.Y) ||
(X == other.X && Y == other.Y && Z > other.Z);
}
//! use weak float compare
bool operator==(const vector3d<T>& other) const
{
return this->equals(other);
return X == other.X && Y == other.Y && Z == other.Z;
}
bool operator!=(const vector3d<T>& other) const
{
return !this->equals(other);
return !(*this == other);
}
// functions
//! returns if this vector equals the other one, taking floating point rounding errors into account
bool equals(const vector3d<T>& other, const T tolerance = (T)ROUNDING_ERROR_f32 ) const
//! Checks if this vector equals the other one.
/** Takes floating point rounding errors into account.
\param other Vector to compare with.
\return True if the two vector are (almost) equal, else false. */
bool equals(const vector3d<T>& other) const
{
return core::equals(X, other.X, tolerance) &&
core::equals(Y, other.Y, tolerance) &&
core::equals(Z, other.Z, tolerance);
return core::equals(X, other.X) && core::equals(Y, other.Y) && core::equals(Z, other.Z);
}
vector3d<T>& set(const T nx, const T ny, const T nz) {X=nx; Y=ny; Z=nz; return *this;}
@ -207,7 +200,10 @@ namespace core
}
//! Rotates the vector by a specified number of degrees around the Y axis and the specified center.
/** \param degrees Number of degrees to rotate around the Y axis.
/** CAREFUL: For historical reasons rotateXZBy uses a right-handed rotation
(maybe to make it more similar to the 2D vector rotations which are counterclockwise).
To have this work the same way as rest of Irrlicht (nodes, matrices, other rotateBy functions) pass -1*degrees in here.
\param degrees Number of degrees to rotate around the Y axis.
\param center The center of the rotation. */
void rotateXZBy(f64 degrees, const vector3d<T>& center=vector3d<T>())
{
@ -485,5 +481,4 @@ struct hash<irr::core::vector3d<T> >
}
#endif

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@ -1,235 +0,0 @@
==========================================================================
The Irrlicht Engine SDK version 1.9
==========================================================================
Welcome to the Irrlicht Engine SDK.
Content of this file:
1. Directory Structure Overview
2. How To Start
3. Requirements
4. Release Notes
5. License
6. Contact
==========================================================================
1. Directory Structure Overview
==========================================================================
You will find some directories after uncompressing the archive of the
SDK. These are:
\bin The compiled library Irrlicht.DLL and some compiled demo
and example applications, just start them to see the
Irrlicht Engine in action. Windows only.
\doc Documentation of the Irrlicht Engine.
\examples Examples and tutorials showing how to use the engine with
C++.
\include Header files to include when programming with the engine.
\lib Libs to link with your programs when using the engine.
\media Graphics and sound resources for the demo applications and
examples.
\source The source code of the Irrlicht Engine. This code is
not needed to develop applications with the engine,
but it is included to enable recompilation and
debugging, if necessary.
\tools Useful tools (with sourcecode) for the engine.
==========================================================================
2. How to start
==========================================================================
To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio
directory, and start some applications. There should also be an
application named Demo.exe which should show the most
interesting features of Irrlicht.
To start developing own applications and games with the engine take
a look at the 01.HelloWorld example in the \examples directory.
There is also a .html file with a tutorial which should be
easily comprehensible.
The Irrlicht Engine is a static lib under linux. A precompiled version can be
generated from the sources using the Makefile in source/Irrlicht. Run 'make' in
that subfolder. After this you should be able to 'make' all
example applications in /examples by calling the buildAllExamples script. You
can run the examples then from the bin folder.
It is also possible to use Irrlicht as shared object
(libIrrlicht.so.versionNumber). Use the proper makefile target for this by
running 'make sharedlib' in the source folder. See the Makefile for details.
For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will
build the libIrrlicht.a library necessary to create the apps.
==========================================================================
3. Requirements
==========================================================================
You can use one of the following compilers/IDEs to develop applications
with Irrlicht or recompile the engine. However, other compilers/IDEs may
work as well, we simply didn't test them.
* gcc 4.x
* Visual Studio 2010(10.0)-2013(12.0)
* Code::Blocks (& gcc or visual studio toolkit)
If you ever want to (re)compile the engine yourself (which means you don't
want to use the precompiled version) you need the following:
* Windows:
* Needed: PlatformSDK (which usually comes with all IDEs, download
it separately for MSVC Express 2005)
* Optional: DirectX SDK, for D3D9 support
* Optional: DirectX SDK prior to May 2006, for D3D8 support
* Linux:
* Needed: XServer with include files
* Optional: OpenGL headers and libraries (libGL.so) for OpenGL support
GLX +
XF86VidMode [package x11proto-xf86vidmode-dev] or XRandr
(X11 support libraries, the latter two for fullscreen mode)
* OSX:
* Needed: XCode and Cocoa framework
* Needed: OpenGL headers and libraries
==========================================================================
4. Release Notes
==========================================================================
Informations about changes in this new version of the engine can be
found in changes.txt.
Please note that the textures, 3D models and levels are copyright
by their authors and not covered by the Irrlicht engine license.
==========================================================================
5. License
==========================================================================
The license of the Irrlicht Engine is based on the zlib/libpng license.
Even though this license does not require you to mention that you are
using the Irrlicht Engine in your product, an acknowledgement
would be highly appreciated.
Please note that the Irrlicht Engine is based in part on the work of
the Independent JPEG Group, the zlib, and libpng. This means that if you use
the Irrlicht Engine in your product, you must acknowledge somewhere
in your documentation that you've used the IJG code and libpng. It would
also be nice to mention that you use the Irrlicht Engine and the zlib.
See the README files in the jpeglib and the zlib for
further informations.
The Irrlicht Engine License
===========================
Copyright (C) 2002-2012 Nikolaus Gebhardt
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgement in the product documentation would be
appreciated but is not required.
2. Altered source versions must be clearly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
==========================================================================
6. Contact
==========================================================================
If you have problems, questions or suggestions, please visit the
official homepage of the Irrlicht Engine:
http://irrlicht.sourceforge.net
You will find forums, bugtrackers, patches, tutorials, and other stuff
which will help you out.
If want to contact the team of the engine, please send an email to
Nikolaus Gebhardt:
irrlicht@users.sourceforge.net
Please also not that parts of the engine have been written or contributed
by other people. Especially: (There are probably more people, sorry if I forgot one.
See http://irrlicht.sourceforge.net/author.html for more informations)
Christian Stehno (hybrid) Contribution Coordinator/Developer
Michael Zeilfelder (cutealien) Developer
Patryk Nadrowski (Nadro) Developer
Yoran Bosman (Yoran) Webserver administrator
Gareth Davidson (bitplane) Developer/ Forum admin
Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer
Luke P. Hoschke (luke) Wrote the b3d loader, the new animation system, VBOs and other things
Colin MacDonald (rogerborg) All hands person
Ahmed Hilali (blindside) The shader and advanced effects man
Dean Wadsworth (varmint) OSX port maintainer and game developer
Alvaro F. Celis (afecelis) Lots of work in the community, for example video tutorials about Irrlicht, forum admin
John Goewert (Saigumi) Wrote some tutorials for the Irrlicht Engine and doing admin stuff
Jam Takes care of moderating the forums and keeps them clean from those evil spammers.
Many others (this list hasn't been updated in a while, but they are often mentioned in changes.txt)
Etienne Petitjean wrote the MacPort of the engine
Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email.
Julio Gorg<72> Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'
Andy Spurgeon Wrote the Dev-Cpp tutorial.
Andr<64> Simon Wrote the Codewarrior tutorial.
KnightToFlight Created the unoffical terrain renderer addon for the Irrlicht Engine.
Jon Pry Wrote the code to load compressed TGA files.
Matthew Couch Wrote the tokamak integration tutorial.
Max Winkel Wrote the splitscreen tutorial.
Gorgon Zola Wrote the ODE integration tutorial.
Dean P. Macri Sent in code for curved surfaces and PCX Loading.
Sirshane Made several bug fixes, sent in code for making the mouse cursor invisible in Linux.
Matthias Gall Sent in code for a spline scene node animator and reported lots of bugs.
Mario Gruber Suggested triangle fan drawing and sent in code for this.
Ariaci Spotted out a bug in the ATI driver.
Dr Andros C Bragianos Improved texture mapping in cube scene node.
Philipp Dortmann Sent in code for stencil buffer support for OpenGL.
Jerome Nichols Created the Irrlicht/Ruby interface located at irr.rubyforge.org
Vash TheStampede Sent code for missing Draw2DLine() implementations
MattyBoy XBOX support suggestions
Oliver Klems createImageFromData() method suggestion/implementation
Jox really, really a lot of bug fixes, and the LMTS file loader
Zola Quaternion method additions
Tomasz Nowakowski various bug fixes
Nicholas Bray stencil shadow bug fixes with OpenGL
REAPER mouswheel events for scrollbar
Calimero various bug fixes like vector2d operators
Haddock bugfix in the linked list
G.o.D XML parser fix
Erik Zilli Translated some of the tutorials from my stuttering english into real english. :)
Martin Piskernig Linux bugfixing and testing
Soconne Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it.
Spintz GeoMipMap scene node, terrain renderer of Irrlicht is based on it.
Murphy McCauley OCT file loader, MIM tools
Saurav Mohapatra IrrCSM, and lots of addons, suggestions and bug reports
Zhuck Dimitry My3D Tools
Terry Welsh Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht
rt Wrote the original .png loader for Irrlicht
Salvatore Russo Wrote the original .dmf loader for Irrlicht
Vox Various bug reports and fixes
atomice Contributed code for a ms3d loader enhancement
William Finlayson OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL.
Delight Various code contributions for Irrlicht.NET (particle system, basic shader support and more)
Michael Zoech Improved GLSL support
Jean-loup Gailly, Mark Adler Created the zlib and libpng
Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libpng
The Independent JPEG Group Created JPEG lib
Dr Brian Gladman AES Created aesGladman

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@ -1,2 +0,0 @@
You might have to recompile the engine to get library files in here.
Check the readme.txt in the corresponding bin folders for more information.

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@ -1,2 +0,0 @@
You might have to recompile the engine to get library files in here.
Check the readme.txt in the corresponding bin folders for more information.

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@ -1,2 +0,0 @@
You might have to recompile the engine to get library files in here.
Check the readme.txt in the corresponding bin folders for more information.

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@ -1,2 +0,0 @@
You might have to recompile the engine to get library files in here.
Check the readme.txt in the corresponding bin folders for more information.

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@ -1,72 +0,0 @@
precision mediump float;
/* Uniforms */
uniform float uModulate;
uniform int uTextureUsage0;
uniform int uTextureUsage1;
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 vTextureCoord0;
varying vec2 vTextureCoord1;
varying vec4 vVertexColor;
varying vec4 vSpecularColor;
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 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
if (bool(uTextureUsage0))
Color0 = texture2D(uTextureUnit0, vTextureCoord0);
if (bool(uTextureUsage1))
Color1 = texture2D(uTextureUnit1, vTextureCoord1);
vec4 FinalColor = (Color0 * Color1 * uModulate) * vVertexColor;
FinalColor += vSpecularColor;
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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@ -1,53 +0,0 @@
/* Attributes */
attribute vec3 inVertexPosition;
attribute vec3 inVertexNormal;
attribute vec4 inVertexColor;
attribute vec2 inTexCoord0;
attribute vec2 inTexCoord1;
/* Uniforms */
uniform mat4 uWVPMatrix;
uniform mat4 uWVMatrix;
uniform mat4 uNMatrix;
uniform mat4 uTMatrix0;
uniform vec4 uGlobalAmbient;
uniform vec4 uMaterialAmbient;
uniform vec4 uMaterialDiffuse;
uniform vec4 uMaterialEmissive;
uniform vec4 uMaterialSpecular;
uniform float uMaterialShininess;
uniform float uThickness;
/* Varyings */
varying vec2 vTextureCoord0;
varying vec2 vTextureCoord1;
varying vec4 vVertexColor;
varying vec4 vSpecularColor;
varying float vFogCoord;
void main()
{
gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
gl_PointSize = uThickness;
vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
vec3 P = normalize(Position);
vec3 N = normalize(vec4(uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
vec3 R = reflect(P, N);
float V = 2.0 * sqrt(R.x*R.x + R.y*R.y + (R.z+1.0)*(R.z+1.0));
vTextureCoord1 = vec2(R.x/V + 0.5, R.y/V + 0.5);
vVertexColor = inVertexColor.bgra;
vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
vFogCoord = length(Position);
}

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@ -1,72 +0,0 @@
precision mediump float;
/* Uniforms */
uniform int uTextureUsage0;
uniform int uTextureUsage1;
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 vTextureCoord0;
varying vec2 vTextureCoord1;
varying vec4 vVertexColor;
varying vec4 vSpecularColor;
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 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
if (bool(uTextureUsage0))
Color0 = texture2D(uTextureUnit0, vTextureCoord0);
if (bool(uTextureUsage1))
Color1 = texture2D(uTextureUnit1, vTextureCoord1);
vec4 FinalColor = (Color0 * vVertexColor.a + Color1 * (1.0 - vVertexColor.a)) * vVertexColor;
FinalColor += vSpecularColor;
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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@ -1,48 +0,0 @@
/* Attributes */
attribute vec3 inVertexPosition;
attribute vec3 inVertexNormal;
attribute vec4 inVertexColor;
attribute vec2 inTexCoord0;
attribute vec2 inTexCoord1;
/* Uniforms */
uniform mat4 uWVPMatrix;
uniform mat4 uWVMatrix;
uniform mat4 uNMatrix;
uniform vec4 uGlobalAmbient;
uniform vec4 uMaterialAmbient;
uniform vec4 uMaterialDiffuse;
uniform vec4 uMaterialEmissive;
uniform vec4 uMaterialSpecular;
uniform float uMaterialShininess;
uniform float uThickness;
/* Varyings */
varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
varying vec4 vSpecularColor;
varying float vFogCoord;
void main()
{
gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
gl_PointSize = uThickness;
vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
vec3 P = normalize(Position);
vec3 N = normalize(vec4(uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
vec3 R = reflect(P, N);
float V = 2.0 * sqrt(R.x*R.x + R.y*R.y + (R.z+1.0)*(R.z+1.0));
vTextureCoord0 = vec2(R.x/V + 0.5, R.y/V + 0.5);
vVertexColor = inVertexColor.bgra;
vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
vFogCoord = length(Position);
}

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@ -1,11 +1,12 @@
#version 100
precision mediump float;
/* Uniforms */
uniform int uTextureUsage0;
uniform int uTextureUsage1;
uniform sampler2D uTextureUnit0;
uniform sampler2D uTextureUnit1;
uniform int uBlendType;
uniform int uFogEnable;
uniform int uFogType;
uniform vec4 uFogColor;
@ -16,9 +17,7 @@ uniform float uFogDensity;
/* Varyings */
varying vec2 vTextureCoord0;
varying vec2 vTextureCoord1;
varying vec4 vVertexColor;
varying vec4 vSpecularColor;
varying float vFogCoord;
float computeFog()
@ -47,16 +46,22 @@ float computeFog()
void main()
{
vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
vec4 Color0 = vVertexColor;
vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
if (bool(uTextureUsage0))
Color0 = texture2D(uTextureUnit0, vTextureCoord0);
Color1 = texture2D(uTextureUnit0, vTextureCoord0);
if (bool(uTextureUsage1))
Color1 = texture2D(uTextureUnit1, vTextureCoord1);
vec4 FinalColor = Color0 * Color1;
vec4 FinalColor = (Color0 * Color1) * vVertexColor + vSpecularColor;
if (uBlendType == 1)
{
FinalColor.w = Color0.w;
}
else if (uBlendType == 2)
{
FinalColor.w = Color1.w;
}
if (bool(uFogEnable))
{

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@ -0,0 +1,23 @@
#version 100
precision mediump float;
/* Uniforms */
uniform int uTextureUsage;
uniform sampler2D uTextureUnit;
/* Varyings */
varying vec2 vTextureCoord;
varying vec4 vVertexColor;
void main()
{
vec4 Color = vVertexColor;
if (bool(uTextureUsage))
Color *= texture2D(uTextureUnit, vTextureCoord);
gl_FragColor = Color;
}

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@ -0,0 +1,24 @@
#version 100
/* Attributes */
attribute vec4 inVertexPosition;
attribute vec4 inVertexColor;
attribute vec2 inTexCoord0;
/* Uniforms */
uniform float uThickness;
/* Varyings */
varying vec2 vTextureCoord;
varying vec4 vVertexColor;
void main()
{
gl_Position = inVertexPosition;
gl_PointSize = uThickness;
vTextureCoord = inTexCoord0;
vVertexColor = inVertexColor.bgra;
}

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