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https://github.com/minetest/irrlicht.git
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c4bbbe1aaf
This makes it possible to set high-level shader constants (which are attached to shader programs) to be set outside of OnSetConstants. IShaderConstantSetCallBack::OnCreate has it set automatically now so it works the same as OnSetConstants. D3D9 and burnings both work different, so there hadn't been a problem with those. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6469 dfc29bdd-3216-0410-991c-e03cc46cb475
540 lines
22 KiB
C++
540 lines
22 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in Irrlicht.h
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#ifndef IRR_C_VIDEO_OPEN_GL_H_INCLUDED
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#define IRR_C_VIDEO_OPEN_GL_H_INCLUDED
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#include "IrrCompileConfig.h"
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#include "SIrrCreationParameters.h"
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namespace irr
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{
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class CIrrDeviceWin32;
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class CIrrDeviceLinux;
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class CIrrDeviceSDL;
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class CIrrDeviceMacOSX;
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}
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#ifdef _IRR_COMPILE_WITH_OPENGL_
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#include "IMaterialRendererServices.h"
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#include "CNullDriver.h"
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#include "COpenGLExtensionHandler.h"
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namespace irr
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{
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namespace video
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{
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class IContextManager;
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class COpenGLDriver : public CNullDriver, public IMaterialRendererServices, public COpenGLExtensionHandler
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{
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public:
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// Information about state of fixed pipeline activity.
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enum E_OPENGL_FIXED_PIPELINE_STATE
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{
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EOFPS_ENABLE = 0, // fixed pipeline.
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EOFPS_DISABLE, // programmable pipeline.
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EOFPS_ENABLE_TO_DISABLE, // switch from fixed to programmable pipeline.
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EOFPS_DISABLE_TO_ENABLE // switch from programmable to fixed pipeline.
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};
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#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_) || defined(_IRR_COMPILE_WITH_OSX_DEVICE_)
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COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);
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#endif
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#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
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COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceSDL* device);
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#endif
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bool initDriver();
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//! destructor
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virtual ~COpenGLDriver();
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virtual bool beginScene(u16 clearFlag, SColor clearColor = SColor(255,0,0,0), f32 clearDepth = 1.f, u8 clearStencil = 0,
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const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0) IRR_OVERRIDE;
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virtual bool endScene() IRR_OVERRIDE;
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//! sets transformation
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virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) IRR_OVERRIDE;
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struct SHWBufferLink_opengl : public SHWBufferLink
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{
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SHWBufferLink_opengl(const scene::IMeshBuffer *_MeshBuffer): SHWBufferLink(_MeshBuffer), vbo_verticesID(0),vbo_indicesID(0){}
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GLuint vbo_verticesID; //tmp
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GLuint vbo_indicesID; //tmp
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GLuint vbo_verticesSize; //tmp
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GLuint vbo_indicesSize; //tmp
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};
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//! updates hardware buffer if needed
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virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer) IRR_OVERRIDE;
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//! Create hardware buffer from mesh
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virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) IRR_OVERRIDE;
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//! Delete hardware buffer (only some drivers can)
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virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer) IRR_OVERRIDE;
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//! Draw hardware buffer
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virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer) IRR_OVERRIDE;
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//! Create occlusion query.
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/** Use node for identification and mesh for occlusion test. */
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virtual void addOcclusionQuery(scene::ISceneNode* node,
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const scene::IMesh* mesh=0) IRR_OVERRIDE;
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//! Remove occlusion query.
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virtual void removeOcclusionQuery(scene::ISceneNode* node) IRR_OVERRIDE;
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//! Run occlusion query. Draws mesh stored in query.
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/** If the mesh shall not be rendered visible, use
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overrideMaterial to disable the color and depth buffer. */
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virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false) IRR_OVERRIDE;
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//! Update occlusion query. Retrieves results from GPU.
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/** If the query shall not block, set the flag to false.
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Update might not occur in this case, though */
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virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true) IRR_OVERRIDE;
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//! Return query result.
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/** Return value is the number of visible pixels/fragments.
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The value is a safe approximation, i.e. can be larger then the
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actual value of pixels. */
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virtual u32 getOcclusionQueryResult(const scene::ISceneNode* node) const IRR_OVERRIDE;
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//! Create render target.
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virtual IRenderTarget* addRenderTarget() IRR_OVERRIDE;
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//! draws a vertex primitive list
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virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
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const void* indexList, u32 primitiveCount,
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E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) IRR_OVERRIDE;
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//! draws a vertex primitive list in 2d
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virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
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const void* indexList, u32 primitiveCount,
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E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) IRR_OVERRIDE;
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//! queries the features of the driver, returns true if feature is available
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virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const IRR_OVERRIDE
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{
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return FeatureEnabled[feature] && COpenGLExtensionHandler::queryFeature(feature);
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}
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//! Disable a feature of the driver.
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virtual void disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag=true) IRR_OVERRIDE;
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//! Sets a material. All 3d drawing functions draw geometry now
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//! using this material.
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//! \param material: Material to be used from now on.
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virtual void setMaterial(const SMaterial& material) IRR_OVERRIDE;
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virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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SColor color = SColor(255, 255, 255, 255), bool useAlphaChannelOfTexture = false) IRR_OVERRIDE;
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virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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const video::SColor* const colors = 0, bool useAlphaChannelOfTexture = false) IRR_OVERRIDE;
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// Was some helper function used in previous texture locking. Currently not accessible for users
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// and also no longer needed internally (unless we switch back to old texture lock code).
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// It seems to draw the texture to a fullscreen quad. Also allows drawing one side of a cubemap texture.
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void draw2DImageQuad(const video::ITexture* texture, u32 layer, bool flip);
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//! draws a set of 2d images, using a color and the alpha channel of the
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//! texture if desired.
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void draw2DImageBatch(const video::ITexture* texture,
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const core::array<core::position2d<s32> >& positions,
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const core::array<core::rect<s32> >& sourceRects,
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const core::rect<s32>* clipRect,
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SColor color,
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bool useAlphaChannelOfTexture) IRR_OVERRIDE;
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//! draws a set of 2d images, using a color and the alpha
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/** channel of the texture if desired. The images are drawn
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beginning at pos and concatenated in one line. All drawings
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are clipped against clipRect (if != 0).
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The subtextures are defined by the array of sourceRects
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and are chosen by the indices given.
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\param texture: Texture to be drawn.
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\param pos: Upper left 2d destination position where the image will be drawn.
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\param sourceRects: Source rectangles of the image.
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\param indices: List of indices which choose the actual rectangle used each time.
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\param clipRect: Pointer to rectangle on the screen where the image is clipped to.
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This pointer can be 0. Then the image is not clipped.
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\param color: Color with which the image is colored.
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Note that the alpha component is used: If alpha is other than 255, the image will be transparent.
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\param useAlphaChannelOfTexture: If true, the alpha channel of the texture is
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used to draw the image. */
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virtual void draw2DImageBatch(const video::ITexture* texture,
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const core::position2d<s32>& pos,
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const core::array<core::rect<s32> >& sourceRects,
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const core::array<s32>& indices,
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s32 kerningWidth=0,
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const core::rect<s32>* clipRect=0,
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SColor color=SColor(255,255,255,255),
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bool useAlphaChannelOfTexture=false) IRR_OVERRIDE;
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//! draw an 2d rectangle
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virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
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const core::rect<s32>* clip = 0) IRR_OVERRIDE;
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//!Draws an 2d rectangle with a gradient.
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virtual void draw2DRectangle(const core::rect<s32>& pos,
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SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
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const core::rect<s32>* clip = 0) IRR_OVERRIDE;
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//! Draws a 2d line.
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virtual void draw2DLine(const core::position2d<s32>& start,
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const core::position2d<s32>& end,
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SColor color=SColor(255,255,255,255)) IRR_OVERRIDE;
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//! Draws a single pixel
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virtual void drawPixel(u32 x, u32 y, const SColor & color) IRR_OVERRIDE;
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//! Draws a 3d box
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virtual void draw3DBox( const core::aabbox3d<f32>& box, SColor color = SColor(255,255,255,255 ) ) IRR_OVERRIDE;
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//! Draws a 3d line.
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virtual void draw3DLine(const core::vector3df& start,
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const core::vector3df& end,
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SColor color = SColor(255,255,255,255)) IRR_OVERRIDE;
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//! \return Returns the name of the video driver. Example: In case of the Direct3D8
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//! driver, it would return "Direct3D8.1".
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virtual const wchar_t* getName() const IRR_OVERRIDE;
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//! deletes all dynamic lights there are
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virtual void deleteAllDynamicLights() IRR_OVERRIDE;
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//! adds a dynamic light, returning an index to the light
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//! \param light: the light data to use to create the light
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//! \return An index to the light, or -1 if an error occurs
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virtual s32 addDynamicLight(const SLight& light) IRR_OVERRIDE;
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//! Turns a dynamic light on or off
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//! \param lightIndex: the index returned by addDynamicLight
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//! \param turnOn: true to turn the light on, false to turn it off
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virtual void turnLightOn(s32 lightIndex, bool turnOn) IRR_OVERRIDE;
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//! returns the maximal amount of dynamic lights the device can handle
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virtual u32 getMaximalDynamicLightAmount() const IRR_OVERRIDE;
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//! Sets the dynamic ambient light color. The default color is
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//! (0,0,0,0) which means it is dark.
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//! \param color: New color of the ambient light.
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virtual void setAmbientLight(const SColorf& color) IRR_OVERRIDE;
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//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
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//! this: First, draw all geometry. Then use this method, to draw the shadow
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//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
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virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0) IRR_OVERRIDE;
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//! Fills the stencil shadow with color. After the shadow volume has been drawn
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//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
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//! to draw the color of the shadow.
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virtual void drawStencilShadow(bool clearStencilBuffer=false,
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video::SColor leftUpEdge = video::SColor(0,0,0,0),
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video::SColor rightUpEdge = video::SColor(0,0,0,0),
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video::SColor leftDownEdge = video::SColor(0,0,0,0),
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video::SColor rightDownEdge = video::SColor(0,0,0,0)) IRR_OVERRIDE;
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//! sets a viewport
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virtual void setViewPort(const core::rect<s32>& area) IRR_OVERRIDE;
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//! Sets the fog mode.
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virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start,
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f32 end, f32 density, bool pixelFog, bool rangeFog) IRR_OVERRIDE;
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//! Only used by the internal engine. Used to notify the driver that
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//! the window was resized.
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virtual void OnResize(const core::dimension2d<u32>& size) IRR_OVERRIDE;
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//! Returns type of video driver
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virtual E_DRIVER_TYPE getDriverType() const IRR_OVERRIDE;
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//! get color format of the current color buffer
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virtual ECOLOR_FORMAT getColorFormat() const IRR_OVERRIDE;
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//! Returns the transformation set by setTransform
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virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const IRR_OVERRIDE;
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//! Can be called by an IMaterialRenderer to make its work easier.
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virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
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bool resetAllRenderstates) IRR_OVERRIDE;
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//! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
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virtual void setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates);
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//! Get a vertex shader constant index.
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virtual s32 getVertexShaderConstantID(const c8* name) IRR_OVERRIDE;
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//! Get a pixel shader constant index.
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virtual s32 getPixelShaderConstantID(const c8* name) IRR_OVERRIDE;
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//! Sets a vertex shader constant.
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virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) IRR_OVERRIDE;
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//! Sets a pixel shader constant.
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virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) IRR_OVERRIDE;
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//! Sets a constant for the vertex shader based on an index.
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virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
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//! Int interface for the above.
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virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
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//! Uint interface for the above.
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virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
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//! Sets a constant for the pixel shader based on an index.
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virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
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//! Int interface for the above.
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virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
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//! Uint interface for the above.
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virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
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//! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.
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//! Returns whether disabling was successful or not.
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bool disableTextures(u32 fromStage=0);
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//! Adds a new material renderer to the VideoDriver, using
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//! extGLGetObjectParameteriv(shaderHandle, GL_OBJECT_COMPILE_STATUS_ARB, &status)
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//! pixel and/or vertex shaders to render geometry.
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virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) IRR_OVERRIDE;
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//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
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virtual s32 addHighLevelShaderMaterial(
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const c8* vertexShaderProgram,
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const c8* vertexShaderEntryPointName,
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E_VERTEX_SHADER_TYPE vsCompileTarget,
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const c8* pixelShaderProgram,
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const c8* pixelShaderEntryPointName,
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E_PIXEL_SHADER_TYPE psCompileTarget,
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const c8* geometryShaderProgram,
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const c8* geometryShaderEntryPointName = "main",
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E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0) IRR_OVERRIDE;
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//! Returns a pointer to the IVideoDriver interface. (Implementation for
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//! IMaterialRendererServices)
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virtual IVideoDriver* getVideoDriver() IRR_OVERRIDE;
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//! Returns the maximum amount of primitives (mostly vertices) which
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//! the device is able to render with one drawIndexedTriangleList
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//! call.
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virtual u32 getMaximalPrimitiveCount() const IRR_OVERRIDE;
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virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
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const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN) IRR_OVERRIDE;
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//! Creates a render target texture for a cubemap
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ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen,
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const io::path& name, const ECOLOR_FORMAT format) IRR_OVERRIDE;
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virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255,0,0,0),
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f32 clearDepth = 1.f, u8 clearStencil = 0) IRR_OVERRIDE;
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virtual void clearBuffers(u16 flag, SColor color = SColor(255,0,0,0), f32 depth = 1.f, u8 stencil = 0) IRR_OVERRIDE;
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//! Returns an image created from the last rendered frame.
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virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) IRR_OVERRIDE;
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//! checks if an OpenGL error has happened and prints it (+ some internal code which is usually the line number)
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//! for performance reasons only available in debug mode
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bool testGLError(int code=0);
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//! Set/unset a clipping plane.
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//! There are at least 6 clipping planes available for the user to set at will.
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//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
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//! \param plane: The plane itself.
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//! \param enable: If true, enable the clipping plane else disable it.
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virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false) IRR_OVERRIDE;
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//! Enable/disable a clipping plane.
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//! There are at least 6 clipping planes available for the user to set at will.
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//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
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//! \param enable: If true, enable the clipping plane else disable it.
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virtual void enableClipPlane(u32 index, bool enable) IRR_OVERRIDE;
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//! Enable the 2d override material
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virtual void enableMaterial2D(bool enable=true) IRR_OVERRIDE;
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//! Returns the graphics card vendor name.
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virtual core::stringc getVendorInfo() IRR_OVERRIDE {return VendorName;}
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//! Returns the maximum texture size supported.
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virtual core::dimension2du getMaxTextureSize() const IRR_OVERRIDE;
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//! Removes a texture from the texture cache and deletes it, freeing lot of memory.
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virtual void removeTexture(ITexture* texture) IRR_OVERRIDE;
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//! Check if the driver supports creating textures with the given color format
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virtual bool queryTextureFormat(ECOLOR_FORMAT format) const IRR_OVERRIDE;
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//! Used by some SceneNodes to check if a material should be rendered in the transparent render pass
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virtual bool needsTransparentRenderPass(const irr::video::SMaterial& material) const IRR_OVERRIDE;
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//! Convert E_PRIMITIVE_TYPE to OpenGL equivalent
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GLenum primitiveTypeToGL(scene::E_PRIMITIVE_TYPE type) const;
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//! Convert E_BLEND_FACTOR to OpenGL equivalent
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GLenum getGLBlend(E_BLEND_FACTOR factor) const;
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//! Get ZBuffer bits.
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GLenum getZBufferBits() const;
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bool getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
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GLenum& pixelType, void(**converter)(const void*, u32, void*)) const;
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//! Return info about fixed pipeline state.
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E_OPENGL_FIXED_PIPELINE_STATE getFixedPipelineState() const;
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//! Set info about fixed pipeline state.
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void setFixedPipelineState(E_OPENGL_FIXED_PIPELINE_STATE state);
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//! Get current material.
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const SMaterial& getCurrentMaterial() const;
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//! Rest renderstates forcing stuff like OnSetMaterial to be called
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void DoResetRenderStates()
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{
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ResetRenderStates = true;
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}
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COpenGLCacheHandler* getCacheHandler() const;
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private:
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bool updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);
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bool updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);
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void uploadClipPlane(u32 index);
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//! inits the parts of the open gl driver used on all platforms
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bool genericDriverInit();
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virtual ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) IRR_OVERRIDE;
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virtual ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) IRR_OVERRIDE;
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//! creates a transposed matrix in supplied GLfloat array to pass to OpenGL
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inline void getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
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inline void getGLTextureMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
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//! get native wrap mode value
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GLint getTextureWrapMode(const u8 clamp);
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//! sets the needed renderstates
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void setRenderStates3DMode();
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//! sets the needed renderstates
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void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);
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void createMaterialRenderers();
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//! Assign a hardware light to the specified requested light, if any
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//! free hardware lights exist.
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//! \param[in] lightIndex: the index of the requesting light
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void assignHardwareLight(u32 lightIndex);
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//! helper function for render setup.
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void getColorBuffer(const void* vertices, u32 vertexCount, E_VERTEX_TYPE vType);
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//! helper function doing the actual rendering.
|
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void renderArray(const void* indexList, u32 primitiveCount,
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scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType);
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|
|
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COpenGLCacheHandler* CacheHandler;
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|
|
|
core::stringw Name;
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|
core::matrix4 Matrices[ETS_COUNT];
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|
core::array<u8> ColorBuffer;
|
|
|
|
//! enumeration for rendering modes such as 2d and 3d for minimizing the switching of renderStates.
|
|
enum E_RENDER_MODE
|
|
{
|
|
ERM_NONE = 0, // no render state has been set yet.
|
|
ERM_2D, // 2d drawing rendermode
|
|
ERM_3D // 3d rendering mode
|
|
};
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|
|
|
E_RENDER_MODE CurrentRenderMode;
|
|
//! bool to make all renderstates reset if set to true.
|
|
bool ResetRenderStates;
|
|
bool Transformation3DChanged;
|
|
u8 AntiAlias;
|
|
|
|
SMaterial Material, LastMaterial;
|
|
|
|
struct SUserClipPlane
|
|
{
|
|
SUserClipPlane() : Enabled(false) {}
|
|
core::plane3df Plane;
|
|
bool Enabled;
|
|
};
|
|
core::array<SUserClipPlane> UserClipPlanes;
|
|
|
|
core::stringc VendorName;
|
|
|
|
core::matrix4 TextureFlipMatrix;
|
|
|
|
//! Color buffer format
|
|
ECOLOR_FORMAT ColorFormat;
|
|
|
|
E_OPENGL_FIXED_PIPELINE_STATE FixedPipelineState;
|
|
|
|
SIrrlichtCreationParameters Params;
|
|
|
|
//! All the lights that have been requested; a hardware limited
|
|
//! number of them will be used at once.
|
|
struct RequestedLight
|
|
{
|
|
RequestedLight(SLight const & lightData)
|
|
: LightData(lightData), HardwareLightIndex(-1), DesireToBeOn(true) { }
|
|
|
|
SLight LightData;
|
|
s32 HardwareLightIndex; // GL_LIGHT0 - GL_LIGHT7
|
|
bool DesireToBeOn;
|
|
};
|
|
core::array<RequestedLight> RequestedLights;
|
|
|
|
//! Built-in 2D quad for 2D rendering.
|
|
S3DVertex Quad2DVertices[4];
|
|
static const u16 Quad2DIndices[4];
|
|
|
|
#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
|
|
CIrrDeviceSDL *SDLDevice;
|
|
#endif
|
|
|
|
IContextManager* ContextManager;
|
|
|
|
E_DEVICE_TYPE DeviceType;
|
|
};
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|
|
|
|
|
|
#endif // _IRR_COMPILE_WITH_OPENGL_
|
|
#endif
|