// Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __C_VIDEO_2_SOFTWARE_H_INCLUDED__ #define __C_VIDEO_2_SOFTWARE_H_INCLUDED__ #include "SoftwareDriver2_compile_config.h" #include "IBurningShader.h" #include "CNullDriver.h" #include "CImage.h" #include "os.h" #include "irrString.h" #include "SIrrCreationParameters.h" namespace irr { namespace video { class CBurningVideoDriver : public CNullDriver, public IMaterialRendererServices { public: //! constructor CBurningVideoDriver(const irr::SIrrlichtCreationParameters& params, io::IFileSystem* io, video::IImagePresenter* presenter); //! destructor virtual ~CBurningVideoDriver(); //! queries the features of the driver, returns true if feature is available virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const _IRR_OVERRIDE_; //! Create render target. virtual IRenderTarget* addRenderTarget() _IRR_OVERRIDE_; //! sets transformation virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) _IRR_OVERRIDE_; //! sets a material virtual void setMaterial(const SMaterial& material) _IRR_OVERRIDE_; virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil) _IRR_OVERRIDE_; //! sets a viewport virtual void setViewPort(const core::rect& area) _IRR_OVERRIDE_; virtual void setScissor(int x, int y, int width, int height); virtual bool beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect* sourceRect) _IRR_OVERRIDE_; #if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0) virtual bool beginScene(bool backBuffer, bool zBuffer, SColor color, const SExposedVideoData& videoData, core::rect* sourceRect) { u16 flag = 0; if (backBuffer) flag |= ECBF_COLOR; if (zBuffer) flag |= ECBF_DEPTH; return beginScene(flag, color, 1.f, 0, videoData, sourceRect); } virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer, bool clearZBuffer, SColor color); #endif virtual bool endScene() _IRR_OVERRIDE_; //! Only used by the internal engine. Used to notify the driver that //! the window was resized. virtual void OnResize(const core::dimension2d& size) _IRR_OVERRIDE_; //! returns size of the current render target virtual const core::dimension2d& getCurrentRenderTargetSize() const _IRR_OVERRIDE_; //! deletes all dynamic lights there are virtual void deleteAllDynamicLights() _IRR_OVERRIDE_; //! adds a dynamic light, returning an index to the light //! \param light: the light data to use to create the light //! \return An index to the light, or -1 if an error occurs virtual s32 addDynamicLight(const SLight& light) _IRR_OVERRIDE_; //! Turns a dynamic light on or off //! \param lightIndex: the index returned by addDynamicLight //! \param turnOn: true to turn the light on, false to turn it off virtual void turnLightOn(s32 lightIndex, bool turnOn) _IRR_OVERRIDE_; //! returns the maximal amount of dynamic lights the device can handle virtual u32 getMaximalDynamicLightAmount() const _IRR_OVERRIDE_; //! Sets the dynamic ambient light color. The default color is //! (0,0,0,0) which means it is dark. //! \param color: New color of the ambient light. virtual void setAmbientLight(const SColorf& color) _IRR_OVERRIDE_; //! draws a vertex primitive list virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount, const void* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) _IRR_OVERRIDE_; //! draws a vertex primitive list in 2d virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount, const void* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) _IRR_OVERRIDE_; //! draws an 2d image //virtual void draw2DImage(const video::ITexture* texture, const core::position2d& destPos, bool useAlphaChannelOfTexture) _IRR_OVERRIDE_; /* NullDriver calls draw2DImage(texture, destPos, core::rect(core::position2d(0, 0), core::dimension2di(texture->getOriginalSize())), 0, SColor(255, 255, 255, 255), useAlphaChannelOfTexture */ //! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted. virtual void draw2DImage(const video::ITexture* texture, const core::position2d& destPos, const core::rect& sourceRect, const core::rect* clipRect = 0, SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false) _IRR_OVERRIDE_; //! Draws a part of the texture into the rectangle. virtual void draw2DImage(const video::ITexture* texture, const core::rect& destRect, const core::rect& sourceRect, const core::rect* clipRect = 0, const video::SColor* const colors=0, bool useAlphaChannelOfTexture=false) _IRR_OVERRIDE_; //! Draws a 3d line. virtual void draw3DLine(const core::vector3df& start, const core::vector3df& end, SColor color_start) _IRR_OVERRIDE_; //! draw an 2d rectangle //virtual void draw2DRectangle(SColor color, const core::rect& pos, // const core::rect* clip = 0) _IRR_OVERRIDE_; /* NullDriver calls draw2DRectangle(pos, color, color, color, color, clip); */ //!Draws an 2d rectangle with a gradient. virtual void draw2DRectangle(const core::rect& pos, SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown, const core::rect* clip = 0) _IRR_OVERRIDE_; //! Draws a 2d line. virtual void draw2DLine(const core::position2d& start, const core::position2d& end, SColor color=SColor(255,255,255,255)) _IRR_OVERRIDE_; //! Draws a single pixel virtual void drawPixel(u32 x, u32 y, const SColor & color) _IRR_OVERRIDE_; //! \return Returns the name of the video driver. Example: In case of the DirectX8 //! driver, it would return "Direct3D8.1". virtual const wchar_t* getName() const _IRR_OVERRIDE_; //! Returns type of video driver virtual E_DRIVER_TYPE getDriverType() const _IRR_OVERRIDE_; //! get color format of the current color buffer virtual ECOLOR_FORMAT getColorFormat() const _IRR_OVERRIDE_; //! Returns the transformation set by setTransform virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const _IRR_OVERRIDE_; //! Creates a render target texture. virtual ITexture* addRenderTargetTexture(const core::dimension2d& size, const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN #if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0) , const bool useStencil = false #endif ) _IRR_OVERRIDE_; virtual void clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil) _IRR_OVERRIDE_; //! Returns an image created from the last rendered frame. virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) _IRR_OVERRIDE_; //! Returns the maximum amount of primitives (mostly vertices) which //! the device is able to render with one drawIndexedTriangleList //! call. virtual u32 getMaximalPrimitiveCount() const _IRR_OVERRIDE_; //! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do //! this: First, draw all geometry. Then use this method, to draw the shadow //! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow. virtual void drawStencilShadowVolume(const core::array& triangles, bool zfail=true, u32 debugDataVisible=0) _IRR_OVERRIDE_; //! Fills the stencil shadow with color. After the shadow volume has been drawn //! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this //! to draw the color of the shadow. virtual void drawStencilShadow(bool clearStencilBuffer=false, video::SColor leftUpEdge = video::SColor(0,0,0,0), video::SColor rightUpEdge = video::SColor(0,0,0,0), video::SColor leftDownEdge = video::SColor(0,0,0,0), video::SColor rightDownEdge = video::SColor(0,0,0,0)) _IRR_OVERRIDE_; //! Enable the 2d override material virtual void enableMaterial2D(bool enable = true) _IRR_OVERRIDE_; //! Returns the graphics card vendor name. virtual core::stringc getVendorInfo() _IRR_OVERRIDE_; //! Returns the maximum texture size supported. virtual core::dimension2du getMaxTextureSize() const _IRR_OVERRIDE_; //! Check if the driver supports creating textures with the given color format virtual bool queryTextureFormat(ECOLOR_FORMAT format) const _IRR_OVERRIDE_; #if !defined(PATCH_SUPERTUX_8_0_1_with_1_9_0) //! Used by some SceneNodes to check if a material should be rendered in the transparent render pass virtual bool needsTransparentRenderPass(const irr::video::SMaterial& material) const _IRR_OVERRIDE_; #endif IDepthBuffer * getDepthBuffer () { return DepthBuffer; } IStencilBuffer * getStencilBuffer () { return StencilBuffer; } //#define Tweak_Burning #if defined(Tweak_Burning) virtual void postEventFromUser(const void* sevent) _IRR_OVERRIDE_; #endif //! Adds a new material renderer to the VideoDriver, using pixel and/or //! vertex shaders to render geometry. virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram, IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) _IRR_OVERRIDE_; //! Adds a new material renderer to the VideoDriver, based on a high level shading //! language. Currently only HLSL in D3D9 is supported. virtual s32 addHighLevelShaderMaterial( const c8* vertexShaderProgram, const c8* vertexShaderEntryPointName = 0, E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1, const c8* pixelShaderProgram = 0, const c8* pixelShaderEntryPointName = 0, E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1, const c8* geometryShaderProgram = 0, const c8* geometryShaderEntryPointName = "main", E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, u32 verticesOut = 0, IShaderConstantSetCallBack* callback = 0, E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, s32 userData = 0) _IRR_OVERRIDE_; //IMaterialRendererService virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) _IRR_OVERRIDE_; //pass BaseMaterialID void setFallback_Material(E_MATERIAL_TYPE fallback_MaterialType); //! Return an index constant for the vertex shader based on a name. virtual s32 getVertexShaderConstantID(const c8* name) _IRR_OVERRIDE_; virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_; virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_; virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_; virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) _IRR_OVERRIDE_; //! Return an index constant for the pixel shader based on a name. virtual s32 getPixelShaderConstantID(const c8* name) _IRR_OVERRIDE_; virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_; virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_; virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_; virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) _IRR_OVERRIDE_; #if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0) virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count) { return setVertexShaderConstant(getVertexShaderConstantID(name), floats, count); } virtual bool setVertexShaderConstant(const c8* name, const bool* bools, int count) { return setVertexShaderConstant(getVertexShaderConstantID(name), (const s32*)bools, count); } virtual bool setVertexShaderConstant(const c8* name, const s32* ints, int count) { return setVertexShaderConstant(getVertexShaderConstantID(name), ints, count); } virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count) { return setPixelShaderConstant(getPixelShaderConstantID(name), floats, count); } virtual bool setPixelShaderConstant(const c8* name, const bool* bools, int count) { return setPixelShaderConstant(getPixelShaderConstantID(name), (const s32*)bools, count); } virtual bool setPixelShaderConstant(const c8* name, const s32* ints, int count) { return setPixelShaderConstant(getPixelShaderConstantID(name), ints, count); } #endif //! Get pointer to the IVideoDriver interface /** \return Pointer to the IVideoDriver interface */ virtual IVideoDriver* getVideoDriver() _IRR_OVERRIDE_; protected: void saveBuffer(); //! sets a render target void setRenderTargetImage2(video::IImage* color, video::IImage* depth=0, video::IImage* stencil=0); //! sets the current Texture //bool setTexture(u32 stage, video::ITexture* texture); virtual ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) _IRR_OVERRIDE_; virtual ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array& image) _IRR_OVERRIDE_; video::CImage* BackBuffer; video::IImagePresenter* Presenter; void* WindowId; core::rect* SceneSourceRect; video::ITexture* RenderTargetTexture; video::IImage* RenderTargetSurface; core::dimension2d RenderTargetSize; sVec4 RatioRenderTargetScreen; // Smaller Render Target IBurningShader* CurrentShader; IBurningShader* BurningShader[ETR2_COUNT]; IDepthBuffer* DepthBuffer; IStencilBuffer* StencilBuffer; /* extend Matrix Stack -> combined CameraProjection -> combined CameraProjectionWorld -> ClipScale from NDC to DC Space */ enum E_TRANSFORMATION_STATE_BURNING_VIDEO { ETS_VIEW_PROJECTION = ETS_COUNT, ETS_PROJ_MODEL_VIEW, ETS_MODEL_VIEW, ETS_NORMAL, //3x3 ModelView Tansposed Inverse ETS_COUNT_BURNING = 16 }; // align manually to 16 byte start address //u8 _pack_0[8]; enum E_TRANSFORMATION_FLAG { ETF_VALID = 1, ETF_IDENTITY = 2, ETF_TEXGEN_CAMERA_SPHERE = 4, ETF_TEXGEN_CAMERA_REFLECTION = 8, ETF_TEXGEN_WRAP = 16, ETF_TEXGEN_MASK = ETF_TEXGEN_CAMERA_SPHERE | ETF_TEXGEN_CAMERA_REFLECTION | ETF_TEXGEN_WRAP }; size_t TransformationStack; // 0 .. 3D , 1 .. 2D core::matrix4 ALIGN(16) Transformation[2][ETS_COUNT_BURNING]; size_t TransformationFlag[2][ETS_COUNT_BURNING]; // E_TRANSFORMATION_FLAG void setRenderStates2DMode(const video::SColor& color,const video::ITexture* texture,bool useAlphaChannelOfTexture); void setRenderStates3DMode(); //ETS_CLIPSCALE, // moved outside to stay at 16 matrices f32 Transformation_ETS_CLIPSCALE[2][4]; void transform_calc(E_TRANSFORMATION_STATE_BURNING_VIDEO state); //core::recti ViewPort; AbsRectangle Scissor; // Vertex Cache SVertexCache VertexCache; int VertexCache_reset (const void* vertices, u32 vertexCount, const void* indices, u32 indexCount, E_VERTEX_TYPE vType,scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType); void VertexCache_get (s4DVertexPair* face[4] ); void VertexCache_map_source_format(); void VertexCache_fill ( const u32 sourceIndex,const u32 destIndex ); s4DVertexPair* VertexCache_getVertex ( const u32 sourceIndex ) const; // culling & clipping //size_t inline clipToHyperPlane (s4DVertexPair* burning_restrict dest, const s4DVertexPair* burning_restrict source, const size_t inCount, const sVec4 &plane ); //size_t inline clipToFrustumTest ( const s4DVertex * v ) const; public: size_t clipToFrustum( const size_t vIn /*, const size_t clipmask_for_face*/ ); protected: // holds transformed, clipped vertices for a triangle. triangle expands on clipping // Buffer is in in pairs of 4DVertex (0 ... ndc, 1 .. dc and projected) SAligned4DVertex Clipper; SAligned4DVertex Clipper_temp; #ifdef SOFTWARE_DRIVER_2_LIGHTING void lightVertex_eye ( s4DVertex *dest, u32 vertexargb ); #endif //! Sets the fog mode. virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start, f32 end, f32 density, bool pixelFog, bool rangeFog) _IRR_OVERRIDE_; void ndc_2_dc_and_project (s4DVertexPair* dest,const s4DVertexPair* source, const size_t vIn ) const; //const is misleading. **v is const that true, but not *v.. f32 screenarea_inside (const s4DVertexPair* burning_restrict const face[] ) const; s32 lodFactor_inside ( const s4DVertexPair* burning_restrict const face[], const size_t tex, const f32 dc_area, const f32 lod_bias ) const; void select_polygon_mipmap_inside ( s4DVertex* burning_restrict face[], const size_t tex, const CSoftwareTexture2_Bound& b ) const; void getCameraPosWorldSpace(); SBurningShaderEyeSpace EyeSpace; SBurningShaderMaterial Material; static const sVec4 NDCPlane[6+2]; //! Built-in 2D quad for 2D rendering. S3DVertex Quad2DVertices[4]; interlaced_control Interlaced; #if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0) core::array RenderTargets; inline bool getWriteZBuffer(const SMaterial& material) const { return material.ZWriteEnable && (AllowZWriteOnTransparent || !material.isTransparent()); } virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData = 0) { return createDeviceDependentTexture(name, surface); } #endif }; } // end namespace video } // end namespace irr #endif